// Outputs luminance (grayscale) of the input image _MainTex Shader "Hidden/Contrast Stretch Luminance" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } Category { SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; float4 frag (v2f_img i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); col.rgb = Luminance(col.rgb) * (1+col.a*2); return col; } ENDCG } } } Fallback off }