UIImageGray.shader 3.6 KB

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  1. Shader "MyShader/UIImageGray"
  2. {
  3. //修改Unity官方内置shader,UI-Default
  4. Properties
  5. {
  6. // [PerRendererData]
  7. _MainTex ("Sprite Texture", 2D) = "white" {}
  8. _Color ("Tint", Color) = (1,1,1,1)
  9. _StencilComp ("Stencil Comparison", Float) = 8
  10. _Stencil ("Stencil ID", Float) = 0
  11. _StencilOp ("Stencil Operation", Float) = 0
  12. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  13. _StencilReadMask ("Stencil Read Mask", Float) = 255
  14. _ColorMask ("Color Mask", Float) = 15
  15. _ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767)
  16. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  17. _GreyValue("_GreyValue",range(0,1))=0
  18. }
  19. SubShader
  20. {
  21. Tags
  22. {
  23. "Queue"="Transparent"
  24. "IgnoreProjector"="True"
  25. "RenderType"="Transparent"
  26. "PreviewType"="Plane"
  27. "CanUseSpriteAtlas"="True"
  28. }
  29. Stencil
  30. {
  31. Ref [_Stencil]
  32. Comp [_StencilComp]
  33. Pass [_StencilOp]
  34. ReadMask [_StencilReadMask]
  35. WriteMask [_StencilWriteMask]
  36. }
  37. Cull Off
  38. Lighting Off
  39. ZWrite Off
  40. ZTest [unity_GUIZTestMode]
  41. Blend SrcAlpha OneMinusSrcAlpha
  42. ColorMask [_ColorMask]
  43. Pass
  44. {
  45. Name "Default"
  46. CGPROGRAM
  47. #pragma vertex vert
  48. #pragma fragment frag
  49. #pragma target 2.0
  50. #include "UnityCG.cginc"
  51. #include "UnityUI.cginc"
  52. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  53. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  54. struct appdata_t
  55. {
  56. float4 vertex : POSITION;
  57. float4 color : COLOR;
  58. float2 texcoord : TEXCOORD0;
  59. UNITY_VERTEX_INPUT_INSTANCE_ID
  60. };
  61. struct v2f
  62. {
  63. float4 vertex : SV_POSITION;
  64. fixed4 color : COLOR;
  65. float2 texcoord : TEXCOORD0;
  66. float4 worldPosition : TEXCOORD1;
  67. UNITY_VERTEX_OUTPUT_STEREO
  68. };
  69. sampler2D _MainTex;
  70. fixed4 _Color;
  71. fixed4 _TextureSampleAdd;
  72. float4 _ClipRect;
  73. float4 _MainTex_ST;
  74. float _GreyValue;
  75. v2f vert(appdata_t v)
  76. {
  77. v2f OUT;
  78. UNITY_SETUP_INSTANCE_ID(v);
  79. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  80. OUT.worldPosition = v.vertex;
  81. OUT.vertex = UnityObjectToClipPos(v.vertex);
  82. OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  83. OUT.color = v.color * _Color;
  84. return OUT;
  85. }
  86. fixed4 frag(v2f IN) : SV_Target
  87. {
  88. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  89. #ifdef UNITY_UI_CLIP_RECT
  90. #endif
  91. #ifdef UNITY_UI_ALPHACLIP
  92. clip (color.a - 0.001);
  93. #endif
  94. half gray = dot(color.rgb, fixed3(0.299, 0.587, 0.114)); //0.222, 0.707, 0.071
  95. float3 graycolor = fixed3(gray, gray, gray);
  96. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  97. color.rgb = graycolor* color.a ;
  98. //color.rgb=lerp(color.rgb,graycolor,_GreyValue);
  99. return color;
  100. }
  101. ENDCG
  102. }
  103. }
  104. }