I only want a pixelated effect with all colours instead of 8. Is that possible

using UnityEngine;
using System.Collections;

namespace AlpacaSound
{
	[ExecuteInEditMode]
	[RequireComponent (typeof(Camera))]
	[AddComponentMenu("Image Effects/Custom/Retro Pixel")]
	public class RetroPixel : MonoBehaviour
	{
		public static readonly int MAX_NUM_COLORS = 8;

		public int horizontalResolution = 160;
		public int verticalResolution = 200;

		public int numColors = MAX_NUM_COLORS;
		int oldNumColors = 0;

		public Color color0 = Color.black;
		public Color color1 = Color.white;
		public Color color2 = new Color32(255, 75, 75, 255);
		public Color color3 = new Color32(255, 186, 19, 255);
		public Color color4 = new Color32(234, 233, 0, 255);
		public Color color5 = new Color32(132, 207, 69, 255);
		public Color color6 = new Color32(0, 165, 202, 255);
		public Color color7 = new Color32(192, 106, 194, 255);

		Shader[] shaders = new Shader[MAX_NUM_COLORS];

		Material m_material;
		Material material
		{
			get
			{
				if (m_material == null)
				{
					for (int i = 1; i < MAX_NUM_COLORS; ++i)
					{
						string shaderName = "AlpacaSound/RetroPixel" + (i+1);
						Shader shader = Shader.Find (shaderName);

						if (shader == null)
						{
							Debug.LogError ("Shader \'" + shaderName + "\' not found. Was it deleted?");
							enabled = false;
							return null;
						}
						
						shaders *= shader;*
  •  			}*
    
  •  			m_material = new Material (shaders[1]);*
    
  •  			m_material.hideFlags = HideFlags.DontSave;*
    
  •  		}*
    
  •  		return m_material;*
    
  •  	}* 
    
  •  }*
    
  •  void Start ()*
    
  •  {*
    
  •  	if (!SystemInfo.supportsImageEffects)*
    
  •  	{*
    
  •  		enabled = false;*
    
  •  		return;*
    
  •  	}*
    
  •  }*
    
  •  public void OnRenderImage (RenderTexture src, RenderTexture dest)*
    
  •  {*
    
  •  	horizontalResolution = Mathf.Clamp(horizontalResolution, 1, 2048);*
    
  •  	verticalResolution = Mathf.Clamp(verticalResolution, 1, 2048);*
    
  •  	numColors = Mathf.Clamp(numColors, 2, 8);*
    
  •  	if (material)*
    
  •  	{*
    
  •  		if (oldNumColors != numColors)*
    
  •  		{*
    
  •  			material.shader = shaders[numColors-1];*
    
  •  		}*
    
  •  		material.SetColor ("_Color0", color0);*
    
  •  		material.SetColor ("_Color1", color1);*
    
  •  		if (numColors > 2) material.SetColor ("_Color2", color2);*
    
  •  		if (numColors > 3) material.SetColor ("_Color3", color3);*
    
  •  		if (numColors > 4) material.SetColor ("_Color4", color4);*
    
  •  		if (numColors > 5) material.SetColor ("_Color5", color5);*
    
  •  		if (numColors > 6) material.SetColor ("_Color6", color6);*
    
  •  		if (numColors > 7) material.SetColor ("_Color7", color7);*
    
  •  		RenderTexture scaled = RenderTexture.GetTemporary (horizontalResolution, verticalResolution);*
    
  •  		scaled.filterMode = FilterMode.Point;*
    
  •  		Graphics.Blit (src, scaled, material);*
    
  •  		Graphics.Blit (scaled, dest);*
    
  •  		RenderTexture.ReleaseTemporary (scaled);*
    
  •  	}*
    
  •  	else*
    
  •  	{*
    
  •  		Graphics.Blit (src, dest);*
    
  •  	}*
    
  •  }*
    
  •  void OnDisable ()*
    
  •  {*
    
  •  	if (m_material)*
    
  •  	{*
    
  •  		Material.DestroyImmediate (m_material);*
    
  •  	}*
    
  •  }*
    
  • }*
    }

?