CD-ROOM/Assets/Materials/PostProcessing/GrayscaleShader.shader
Gerard Gascón 341a877b4a init
2025-04-24 17:37:25 +02:00

32 lines
645 B
Text

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
}
}
}