Shader "Game/ImageGray" { Properties { _MainTex("MainTex", 2D) = "black" {} } SubShader { LOD 200 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Cull Off Lighting Off ZWrite Off Fog{ Mode Off } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; v2f o; v2f vert(appdata_t v) { o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; o.color = v.color; return o; } fixed4 frag(v2f i) : COLOR { fixed4 col; col = tex2D(_MainTex, i.texcoord); col.rgb = dot(col.rgb, fixed3(.222,.707,.071)); return col; } ENDCG } } FallBack "Diffuse" }