// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Public/Platform.ush" #include "/Plugin/TextureGraph/SamplerStates.ush" float MaskFactor0; Texture2D Mask0; float MaskFactor1; Texture2D Mask1; //float InvRange; float4 FSH_MaskBlend_Multiply(in float2 uv : TEXCOORD0) : SV_Target0 { float m0 = MaskFactor0 * Mask0.Sample(SamplerStates_Linear_Clamp, uv).r; float m1 = MaskFactor1 * Mask1.Sample(SamplerStates_Linear_Clamp, uv).r; float m = saturate(m0 * m1); return float4(m, m, m, 1); }