Shader "Hidden/VFXToolbox/ImageSequencer/AlphaFromRGB" { Properties { _MainTex("Texture", 2D) = "white" {} _RGBTint("_RGBTint", Vector) = (1.0, 1.0, 1.0, 1.0) } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _RGBTint; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } half4 frag(v2f i) : SV_Target { float3 weights = float3(0.2126f, 0.7152f, 0.0722f); float3 color = tex2D(_MainTex, i.uv).rgb; float3 w = LinearToGammaSpace(color) * _RGBTint.rgb * weights; float alpha = w.r + w.g + w.b; return float4(color,alpha); } ENDCG } } }