﻿Shader "Hidden/SnapshotPro/Greyscale"
{
	SubShader
	{
		Tags
		{
			"RenderType"="Opaque"
			"RenderPipeline"=""
		}

		Cull Off ZWrite Off ZTest Always

		Pass
		{
			HLSLPROGRAM

			#pragma vertex VertDefault
			#pragma fragment Frag

			#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"

			TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
			float _Blend;

			float4 Frag(VaryingsDefault i) : SV_Target
			{
				float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
				float luminance = dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750));
				color.rgb = lerp(color.rgb, luminance.xxx, _Blend.xxx);
				return color;
			}

			ENDHLSL
		}
	}
}
