NGUI中如何使精灵变灰色
解决问题的方法来自 http://chengduyi.com/blog/?post=43
欢迎大家来Goings的博客。
首先找到我们所使用的NGUI图集的材质球上的shader,默认使用了"Unlit/Transparent Colored",我们对这个shader做如下修改
Shader "Unlit/Transparent Colored" { Properties { _MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {} } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Cull Off Lighting Off ZWrite Off Fog { Mode Off } Offset -1, -1 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; fixed gray : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = v.texcoord; o.color = v.color; o.gray = dot(v.color, fixed4(1,1,1,0)); return o; } fixed4 frag (v2f i) : COLOR { fixed4 col; if (i.gray == 0) { col = tex2D(_MainTex, i.texcoord); col.rgb = dot(col.rgb, fixed3(.222,.707,.071)); } else { col = tex2D(_MainTex, i.texcoord) * i.color; } return col; } ENDCG } } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Cull Off Lighting Off ZWrite Off Fog { Mode Off } Offset -1, -1 ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha ColorMaterial AmbientAndDiffuse SetTexture [_MainTex] { Combine Texture * Primary } } } }
调用的时候
sprite3.color = Color.black;
而想恢复正常的时候可以
sprite3.color = Color.white;
以上可以看出主要是灰底色这行代码进行的运算。
浙公网安备 33010602011771号