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2
Question by Grimmy · Oct 27, 2010 at 07:50 PM · shadergreyscale

How do I make a texture turn greyscael?

So I've tried :

myImageObject.renderer.material.color=Color.black;

but that just makes my texture black. I imagine I want to change the materials shader but is there a shader that just renders in greyscale? If so what's it called and where can I get it?

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Answer by Ruzihm · Apr 01, 2014 at 09:30 PM

This forum post has a great Sprite shader that has a greyscale parameter, in case anyone is looking.

 Shader "Sprites/GrayScale"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
         _EffectAmount ("Effect Amount", Range (0, 1)) = 1.0
     }
  
     SubShader
     {
         Tags
         {
             "Queue"="Transparent"
             "IgnoreProjector"="True"
             "RenderType"="Transparent"
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
  
         Cull Off
         Lighting Off
         ZWrite Off
         Fog { Mode Off }
         Blend SrcAlpha OneMinusSrcAlpha
  
         Pass
         {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile DUMMY PIXELSNAP_ON
             #include "UnityCG.cginc"
            
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
  
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 half2 texcoord  : TEXCOORD0;
             };
            
             fixed4 _Color;
  
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 OUT.color = IN.color * _Color;
                 #ifdef PIXELSNAP_ON
                 OUT.vertex = UnityPixelSnap (OUT.vertex);
                 #endif
  
                 return OUT;
             }
  
             sampler2D _MainTex;
             uniform float _EffectAmount;
  
             fixed4 frag(v2f IN) : COLOR
             {
                 half4 texcol = tex2D (_MainTex, IN.texcoord);              
                 texcol.rgb = lerp(texcol.rgb, dot(texcol.rgb, float3(0.3, 0.59, 0.11)), _EffectAmount);
                 texcol = texcol * IN.color;
                 return texcol;
             }
         ENDCG
         }
     }
     Fallback "Sprites/Default"
 }


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avatar image adrianadrian · Nov 24, 2015 at 01:04 AM 1
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this one worked wonders for me, thanks!

avatar image GuirieSanchez · Feb 10 at 03:08 PM 0
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Why do I get 122 compiled errors when copy&pasting this?

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0

Answer by Orion_78 · Apr 11, 2018 at 02:35 PM

But how do you actually store/copy this rgb texture to a one channel texture (let says, Alpha8 format) ?

I try to simply read my rgb format to an alpha 8 format like that

textureA.LoadRawTextureData(textureRGB.GetRawTextureData()); textureA.Apply();

That does store 4 time the image one on top of the other.

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