// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UISprites/DefaultGray"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[Toggle]_IsGray ("IsGray", Int) = 0
//---Add---
// Change the brightness of the Sprite
_GrayScale ("GrayScale", Float) = 1
//---Add---
}
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
#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 _IsGray;
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
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
float cc = (c.r * 0.299 + c.g * 0.518 + c.b * 0.184);
if(_IsGray > 0){
cc *= _GrayScale;
c.r = c.g = c.b = cc;
}
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
Unity shader 图片置灰
最新推荐文章于 2024-09-26 15:38:07 发布
这篇博客介绍了如何使用Unity Shader为精灵图片实现灰度显示,并且提供了调整亮度的功能。通过修改Shader代码,将乘以UNITY_MATRIX_MVP替换为UnityObjectToClipPos,实现了基本的顶点处理。在Fragment shader中,根据RGB到灰度的转换公式计算颜色,并根据_IsGray参数决定是否应用灰度效果和亮度(_GrayScale)调整。
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