Shader "Hidden/Griffin/ChannelToGrayscale" { Properties { _MainTex ("Texture", 2D) = "white" {} _ChannelIndex ("Channel Index", Int) = 0 } SubShader { Tags { "RenderType"="Transparent" } LOD 100 ZTest Always ZWrite 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; float _ChannelIndex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); float value = col.r*(_ChannelIndex==0) + col.g*(_ChannelIndex==1) + col.b*(_ChannelIndex==2) + col.a*(_ChannelIndex==3); float4 result = float4(value, value, value, 1); return result; } ENDCG } } }