// Upgrade NOTE: replaced 'samplerRECT' with 'sampler2D' // Upgrade NOTE: replaced 'texRECT' with 'tex2D' Shader "Hidden/Desaturate Effect" { Properties { _MainTex ("Base (RGB)", RECT) = "white" {} _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {} _Desat("Desaturate", Float) = 0.5 } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _RampTex; uniform float4 _RampOffset; uniform float _Desat; float4 frag (v2f_img i) : COLOR { float4 original = tex2D(_MainTex, i.uv); float grayscale = Luminance(original.rgb); float2 remap = float2 (grayscale, .5); float4 output = tex2D(_RampTex, remap); float invert = 1 - _Desat; output.r = original.r * invert + output.r * _Desat + _RampOffset.r; output.g = original.g * invert + output.g * _Desat + _RampOffset.g; output.b = original.b * invert + output.b * _Desat + _RampOffset.b; output.a = original.a; return output; } ENDCG } } Fallback off }