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Question by JamesAllen02 · Nov 04, 2019 at 03:53 PM · shader

Remaking grayscale shader without GrabPass,Remaking this grayscale shader without GrabPass

I'm wondering if there was a way to make this shader without using GrabPass.

 Shader "GrabPassInvert"
 {
     SubShader
     {
         // Draw ourselves after all opaque geometry
         Tags { "Queue" = "Transparent" }
 
         // Grab the screen behind the object into _BackgroundTexture
         GrabPass
         {
             "_BackgroundTexture"
         }
 
         // Render the object with the texture generated above, and invert the colors
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
 
             struct v2f
             {
                 float4 grabPos : TEXCOORD0;
                 float4 pos : SV_POSITION;
             };
 
             v2f vert(appdata_base v) {
                 v2f o;
                 // use UnityObjectToClipPos from UnityCG.cginc to calculate 
                 // the clip-space of the vertex
                 o.pos = UnityObjectToClipPos(v.vertex);
                 // use ComputeGrabScreenPos function from UnityCG.cginc
                 // to get the correct texture coordinate
                 o.grabPos = ComputeGrabScreenPos(o.pos);
                 return o;
             }
 
             sampler2D _BackgroundTexture;
 
             half4 frag(v2f i) : SV_Target
             {
                 half4 bgcolor = tex2Dproj(_BackgroundTexture, i.grabPos);
                 bgcolor.r = (bgcolor.r*0.3 + bgcolor.g*0.59 + bgcolor.b*0.11);
         return bgcolor.rrra;
             }
             ENDCG
         }
 
     }
 }
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