Shader "Custom/ImageEffect" { Properties { _MainTex("Base (RGB)",2D) = "white"{} _LuminosityAmount("GrayScale Amount",Range(0,1)) = 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" }