Shader "UI/Greyscale" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _EffectAmount("Effect Amount", Range(0, 1)) = 1.0 _BrightnessAmount("Brightness Amount", Range(0.0, 3)) = 1.0 _ColorMask("Color Mask", Float) = 15 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; fixed4 _Color; fixed4 _TextureSampleAdd; bool _UseClipRect; float4 _ClipRect; bool _UseAlphaClip; uniform float _EffectAmount; uniform float _BrightnessAmount; v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1); #endif OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; if (_UseClipRect) color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); if (_UseAlphaClip) clip(color.a - 0.001); float3 brtColor = color.rgb * _BrightnessAmount; color.rgb = lerp(brtColor, dot(brtColor, float3(0.3, 0.59, 0.11)), _EffectAmount); return color; } ENDCG } } FallBack "UI/Default" }