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@kronnect
Created January 8, 2019 13:39
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Weird Glitch
Shader "Hidden/Custom/Grayscale"
{
HLSLINCLUDE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float _Blend;
struct VaryingsExtra
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
float2 texcoordStereo2 : TEXCOORD2;
};
VaryingsExtra Vert(AttributesDefault v)
{
VaryingsExtra o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
o.texcoordStereo2 = o.texcoordStereo;
return o;
}
float4 Frag(VaryingsExtra i) : SV_Target
{
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo2);
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 Vert
#pragma fragment Frag
ENDHLSL
}
}
}
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