Shader "Custom/GrayCamera" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _LuminosityAmount ("GrayScale Amount", Range(0.0, 1.0)) = 1.0 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; fixed _LuminosityAmount; fixed4 frag(v2f_img i) : COLOR { fixed4 renderTex = tex2D(_MainTex, i.uv); float luminosity = 0.299 * renderTex.r + 0.587 * renderTex.g + 0.114 * renderTex.b; fixed4 finalColor = lerp(renderTex, luminosity, _LuminosityAmount); return finalColor; } ENDCG } } //FallBack "Diffuse" }