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| Shader "Hidden/UIGrey" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Cull Off ZWrite Off ZTest Always
Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "Ture" "RenderType"="TransparentCutout" }
ZWrite off Blend SrcAlpha OneMinusSrcAlpha
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; };
v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; }
sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); float grey = dot(col.rgb, float3(0.299, 0.587, 0.114)); col.rgb = float3(grey, grey, grey); return col; } ENDCG } } }
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