// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Procedural Worlds/GeNa/PW_GreyScale" { Properties { _MainTex ("", 2D) = "white" {} _UseAlpha("_UseAlpha", Float) = 0 } SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode Off } //Rendering settings Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" //we include "UnityCG.cginc" to use the appdata_img struct struct v2f { float4 pos : POSITION; half2 uv : TEXCOORD0; }; //Our Vertex Shader v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord.xy); return o; } sampler2D _MainTex; //Reference in Pass is necessary to let us use this variable in shaders float _InvertAlpha; //Our Fragment Shader float4 frag(v2f i) : COLOR { float4 orgCol = tex2D(_MainTex, i.uv); //Get the orginal rendered color if (_InvertAlpha < 1.0f) orgCol.a = 1.0f - orgCol.a; //Make changes on the color float maxValue = max(orgCol.r, orgCol.g); maxValue = max(maxValue, orgCol.b); maxValue = max(maxValue, orgCol.a); // float a = ; // a = clamp(1.0f - orgCol.a, 0.f, 1.f); // maxValue = max(maxValue, a); return saturate(maxValue).xxxx; } ENDCG } } FallBack "Diffuse" }