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bansonic_beta_main/Assets/Shaders/GlobalMonochrome.shader

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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
}
}
}