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@JakubNei
Last active January 17, 2023 21:43
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Unity screen grayscale grabpass overlay shader for Unity's default quad mesh that can be put onto objects. Due to frustum culling it is only visible if the quad is in camera's view. If you want it to be visible more you can scale the the quad transform up to make the bounding box/sphere bigger. If you need this grayscale effect all the time, it …
// Unity screen grayscale grabpass overlay shader for Unity's default quad mesh that can be put onto objects.
// Due to frustum culling it is only visible if the quad is in camera's view.
// If you want it to be visible more you can scale the the quad transform up to make the bounding box/sphere bigger.
// If you need this grayscale effect all the time, it would make more sense to instead use post processing shader/stack.
// license: Unlicense
Shader "FX/Screen Gray"
{
Properties
{
}
SubShader
{
Tags {
"Queue"="Overlay+10"
"RenderType"="Overlay"
"ForceNoShadowCasting"="True"
"IgnoreProjector"="True"
"DisableBatching" = "True"
}
LOD 300
GrabPass{ "_BackgroundTexture" }
ZWrite Off
ZTest Always
Cull Off
Blend One Zero
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _BackgroundTexture;
struct appdata
{
float2 uv : TEXCOORD0;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = float4(v.uv * 2 - 1, 0, 1);
#ifdef UNITY_UV_STARTS_AT_TOP
v.uv.y = 1-v.uv.y;
#endif
o.uv.xy = UnityStereoTransformScreenSpaceTex(v.uv);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_BackgroundTexture, i.uv.xy);
fixed grey = dot(col.rgb, float3(0.3, 0.59, 0.11));
return grey;
}
ENDCG
}
}
}
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