BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/Utilities/ChannelToGrayscale.shader

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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
}
}
}