Shader "Hidden/Color Correction Effect" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _RampTex; fixed4 frag (v2f_img i) : SV_Target { fixed4 orig = tex2D(_MainTex, i.uv); fixed rr = tex2D(_RampTex, orig.rr).r; fixed gg = tex2D(_RampTex, orig.gg).g; fixed bb = tex2D(_RampTex, orig.bb).b; fixed4 color = fixed4(rr, gg, bb, orig.a); return color; } ENDCG } } Fallback off }