//-----------------------------------------------【Shader说明】--------------------------------------------------------
// Shader功能: 2D图片变灰 核心思路: 采样之后的图元xyz分别各自乘以灰度系数0.299,0.518,0.184之后的值就是灰色的
//---------------------------------------------------------------------------------------------------------------------
Shader "2D图片变灰"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_GrayScale ("GrayScale", Float) = 1
[Toggle]_Open("Open", Int) = 1 //Toggle控制是否开启
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON //告诉Unity编译不同版本的Shader,这里和后面vert中的PIXELSNAP_ON对应
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed _Open;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
float _GrayScale;
fixed4 frag(v2f IN) : SV_Target
{
if(_Open > 0)
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
float cc = (c.r * 0.299 + c.g * 0.518 + c.b * 0.184); //乘以一个灰度系数
cc *= _GrayScale;
c.r = c.g = c.b = cc;
c.rgb *= c.a;
return c;
}
else
{
return tex2D(_MainTex, IN.texcoord) * IN.color;
}
}
ENDCG
}
}
}