Shader "Custom/RGB" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Gamma ("Gamma", float) = 0.45 } SubShader { Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" } Pass { ZWrite Off Cull Off Fog { Mode Off } ColorMask RGB CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma target 3.0 #pragma glsl #include "UnityCG.cginc" sampler2D _MainTex; float _Gamma; half4 frag (v2f_img pix) : SV_Target { float3 Y = pow(tex2D(_MainTex, pix.uv).rgb, _Gamma); return float4(Y, 1); } ENDCG } } FallBack Off }