我和chatgpt真强!
在 Unity 编辑器中,右键点击 Assets 文件夹,选择 Create -> Shader -> Unlit Shader。shader代码如下,尽管我看的不是很懂,但确实有用
Shader "Custom/GrayScaleShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
float gray = dot(color.rgb, half3(0.299, 0.587, 0.114));
return half4(gray, gray, gray, color.a);
}
ENDCG
}
}
}
再创建一个材质并应用 Shader:
右键点击 Assets 文件夹,选择 Create -> Material,创建一个新材质,在材质的 Shader 下拉列表中选择你刚刚创建的shader
应用材质
在将这个材质应用于我们的图片
效果展示
感觉还不错
2024-10-02更新
我发现个问题,上述的sharder会把其他通道也算上,导致置灰效果很奇怪,又找了一版sharder
Shader "UI/ImageGreyShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
// 源rgba*源a + 背景rgba*(1-源A值)
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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;
};
sampler2D _MainTex;
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy -= (_ScreenParams.zw - 1.0);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
float grey = dot(color.rgb, fixed3(0.22, 0.707, 0.071));
return half4(grey,grey,grey,color.a);
}
ENDCG
}
}
}