Shader "Hidden/LuminanceNode" { Properties { _A ("_RGB", 2D) = "white" {} } SubShader { Pass //Luminance { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag(v2f_img i) : SV_Target { float lum = Luminance( tex2D( _A, i.uv ) ); return float4( lum.xxx, 1); } ENDCG } } }