Shader "Hidden/Bansonic/GlobalMonochrome" { SubShader { Tags { "RenderPipeline" = "UniversalPipeline" } ZWrite Off Cull Off ZTest Always Pass { Name "GlobalMonochrome" HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" float _MonochromeIntensity; half4 Frag(Varyings input) : SV_Target { float2 uv = input.texcoord; half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); half luminance = dot(color.rgb, half3(0.299h, 0.587h, 0.114h)); half3 grayscale = luminance.xxx; color.rgb = lerp(color.rgb, grayscale, saturate(_MonochromeIntensity)); return color; } ENDHLSL } } }