Hi everyone,
I have a simple grayscale shader, which does not receive shadows.
I’ve tried a few solutions I found with no success.
Does someone know how my shader can take into account shadows?
Here it is :
Shader "Custom/GreyScale" {
Properties{
_MainTex("Texture", 2D) = "white" { }
_Factor("Factor", Range(0, 1.0)) = 0.6
}
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 150
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Factor;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag(v2f i) : COLOR
{
half4 texcol = tex2D(_MainTex, i.uv);
texcol.rgb = dot(texcol.rgb, float3(0.3, 0.59, 0.11)) * _Factor;
return texcol;
}
ENDCG
}
}
Fallback "Diffuse"
}
Thanks