Hi I was looking for a shader that could make gray scale, and I found one, but when it only does so as a diffuse type, I wanted to know how I could make it instead be in a Bumped Specular.
Here is what the shader I’m currently using looks like:
Shader "Custom/gray" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutoutDiffuse"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = (c.r + c.g + c.b)/3;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Transparent/Cutout/Diffuse"
}