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Question by yatagarasu · Dec 02, 2013 at 02:31 PM · spritespriterendererunity4.3

Make a sprite black and white.

How to make a black and white sprite in unity4.3 without storing black and white copy of sprite and without runtime copying and modifying texture pixels.

In other words is it possible to set a custom shader for a SpriteRenderer? Or there is some other way.

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avatar image MrVerdoux · Dec 02, 2013 at 02:43 PM 0
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Could it be the whole scene? $$anonymous$$aybe a post render effect is what you are after

avatar image yatagarasu · Dec 02, 2013 at 02:53 PM 0
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No, I need to make b/w some specific sprites. There is a library of cards in my game. Some of them should be b/w if they are not available for a player yet.

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Answer by tanoshimi · Dec 02, 2013 at 03:16 PM

You can do this in the shader. Keeping the apparent brightness the same but reducing to greyscale (which is what I assume you mean by B+W) would be something like:

 Shader "Custom/Greyscale" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
         
             // Get the original texture colour
             half4 tex = tex2D (_MainTex, IN.uv_MainTex);
             
             // Get the apparent brightness
             half brightness = dot(tex.rgb, half3(0.3, 0.59, 0.11));
 
             // Set RGB values equal to brightness
             o.Albedo = brightness;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
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Answer by yatagarasu · Dec 03, 2013 at 02:55 PM

Finally I found it is possible to set a sprite renderer shader through

GetComponent().material.shader property

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