Shader "Unlit/Greyscale" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); float grey = dot(col.rgb, float3(0.299, 0.587, 0.114)); return fixed4(grey, grey, grey, col.a); } ENDCG } } FallBack "Diffuse" }