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							- Shader "MyShader/UIImageGray"
 
- {
 
-     //修改Unity官方内置shader,UI-Default
 
-     Properties
 
-     {
 
-         // [PerRendererData] 
 
-         _MainTex ("Sprite Texture", 2D) = "white" {}
 
-         _Color ("Tint", Color) = (1,1,1,1)
 
-         _StencilComp ("Stencil Comparison", Float) = 8
 
-         _Stencil ("Stencil ID", Float) = 0
 
-         _StencilOp ("Stencil Operation", Float) = 0
 
-         _StencilWriteMask ("Stencil Write Mask", Float) = 255
 
-         _StencilReadMask ("Stencil Read Mask", Float) = 255
 
-         _ColorMask ("Color Mask", Float) = 15
 
-      _ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767)
 
-         [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 
-         _GreyValue("_GreyValue",range(0,1))=0
 
-     }
 
-     SubShader
 
-     {
 
-         Tags
 
-         {
 
-             "Queue"="Transparent"
 
-             "IgnoreProjector"="True"
 
-             "RenderType"="Transparent"
 
-             "PreviewType"="Plane"
 
-             "CanUseSpriteAtlas"="True"
 
-         }
 
-         Stencil
 
-         {
 
-             Ref [_Stencil]
 
-             Comp [_StencilComp]
 
-             Pass [_StencilOp]
 
-             ReadMask [_StencilReadMask]
 
-             WriteMask [_StencilWriteMask]
 
-         }
 
-         Cull Off
 
-         Lighting Off
 
-         ZWrite Off
 
-         ZTest [unity_GUIZTestMode]
 
-         Blend SrcAlpha OneMinusSrcAlpha
 
-         ColorMask [_ColorMask]
 
-         Pass
 
-         {
 
-             Name "Default"
 
-             CGPROGRAM
 
-             #pragma vertex vert
 
-             #pragma fragment frag
 
-             #pragma target 2.0
 
-             #include "UnityCG.cginc"
 
-             #include "UnityUI.cginc"
 
-             #pragma multi_compile __ UNITY_UI_CLIP_RECT
 
-             #pragma multi_compile __ UNITY_UI_ALPHACLIP
 
-             struct appdata_t
 
-             {
 
-                 float4 vertex : POSITION;
 
-                 float4 color : COLOR;
 
-                 float2 texcoord : TEXCOORD0;
 
-                 UNITY_VERTEX_INPUT_INSTANCE_ID
 
-             };
 
-             struct v2f
 
-             {
 
-                 float4 vertex : SV_POSITION;
 
-                 fixed4 color : COLOR;
 
-                 float2 texcoord : TEXCOORD0;
 
-                 float4 worldPosition : TEXCOORD1;
 
-                 UNITY_VERTEX_OUTPUT_STEREO
 
-             };
 
-             sampler2D _MainTex;
 
-             fixed4 _Color;
 
-             fixed4 _TextureSampleAdd;
 
-             float4 _ClipRect;
 
-             float4 _MainTex_ST;
 
-             float _GreyValue;
 
-             v2f vert(appdata_t v)
 
-             {
 
-                 v2f OUT;
 
-                 UNITY_SETUP_INSTANCE_ID(v);
 
-                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
 
-                 OUT.worldPosition = v.vertex;
 
-                 OUT.vertex = UnityObjectToClipPos(v.vertex);
 
-                 OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
 
-                 OUT.color = v.color * _Color;
 
-                 return OUT;
 
-             }
 
-             fixed4 frag(v2f IN) : SV_Target
 
-             {
 
-                 half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
 
-               
 
-                 #ifdef UNITY_UI_CLIP_RECT
 
-                 #endif
 
-                 #ifdef UNITY_UI_ALPHACLIP
 
-                 clip (color.a - 0.001);
 
-                 #endif
 
-                 half gray = dot(color.rgb, fixed3(0.299, 0.587, 0.114)); //0.222, 0.707, 0.071
 
-                 float3 graycolor = fixed3(gray, gray, gray);
 
-                   color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
 
-                 color.rgb = graycolor*  color.a ;
 
-                 
 
-                 //color.rgb=lerp(color.rgb,graycolor,_GreyValue);
 
-                 return color;
 
-             }
 
-             ENDCG
 
-         }
 
-     }
 
- }
 
 
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