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Shader "Hidden/GrayscaleNode"
{
Properties
{
_A ("_RGB", 2D) = "white" {}
}
SubShader
{
Pass //Luminance
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
float lum = Luminance( tex2D( _A, i.uv ) );
return float4( lum.xxx, 1);
}
ENDCG
}
Pass //Natural Classic
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag ( v2f_img i ) : SV_Target
{
float lum = dot ( tex2D ( _A, i.uv ), float3( 0.299,0.587,0.114 ) );
return float4( lum.xxx, 1 );
}
ENDCG
}
Pass //Old School
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag ( v2f_img i ) : SV_Target
{
float3 rgbValue = tex2D ( _A, i.uv ).rgb;
float lum = ( rgbValue.r + rgbValue.g + rgbValue.b ) / 3;
return float4( lum.xxx, 1 );
}
ENDCG
}
}
}