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Assets/Materials/PostProcessing/GrayscaleShader.shader
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Assets/Materials/PostProcessing/GrayscaleShader.shader
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Shader "Custom/GreyscaleShader"
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{
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HLSLINCLUDE
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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float _Blend;
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float4 Frag(VaryingsDefault i) :SV_Target
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{
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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float luminance = dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750));
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color.rgb = lerp(color.rgb, luminance.xxx, _Blend.xxx);
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return color;
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}
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ENDHLSL
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SubShader
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{
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Cull Off
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ZWrite Off
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ZTest Always
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Pass{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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