Shader "Custom/CameraGray" {
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Data("Luminance (RGB) + Amount (A)", Vector) =
(0.30,0.59,0.11,1.0)
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog{ Mode off}
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _Data;
fixed4 frag(v2f_img i) :COLOR
{
half4 color = tex2D(_MainTex,i.uv);
half lum = dot(color.rgb, _Data.rgb);
half4 result = half4(lum, lum, lum, color.a);
return lerp(color, result, _Data.a);
}
ENDCG
}
}
FallBack off
}