Shader "Hidden/Sepiatone Effect" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; half4 _MainTex_ST; fixed4 frag (v2f_img i) : SV_Target { fixed4 original = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); // get intensity value (Y part of YIQ color space) fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb); // Convert to Sepia Tone by adding constant fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0); fixed4 output = sepiaConvert + Y; output.a = original.a; return output; } ENDCG } } Fallback off }