Shader "ShaderControl/ChromaScreen" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENABLE_RED_CHANNEL #pragma multi_compile __ ENABLE_GREEN_CHANNEL #pragma multi_compile __ ENABLE_BLUE_CHANNEL #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); #if !ENABLE_RED_CHANNEL col.r = 0; #endif #if !ENABLE_GREEN_CHANNEL col.g = 0; #endif #if !ENABLE_BLUE_CHANNEL col.b = 0; #endif return col; } ENDCG } } }