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