| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125 | 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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