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- Shader "Hidden/GrayscaleNode"
- {
- Properties
- {
- _A ("_RGB", 2D) = "white" {}
- }
- SubShader
- {
- Pass //Luminance
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.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"
- #include "Preview.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"
- #include "Preview.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
- }
- }
- }
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