1、灰化的需求
很多時候,我们做游戏会遇到一种情况。比如一个技能图标,可以点的时候是正常的颜色,不能点的时候是灰色的。又比如一个功能,开放的时候是正常颜色,没开放的时候是灰色的。更常见的就是,比如你的QQ好友,不在线头像也会变成灰色的。
那么,上述种种情况就出现了一种需求,把一个图片变成灰色的。
2、说说灰化与灰度
首先,你不能说让美术出两套图,一套彩色一套灰色的吧。这样会增加资源占用。
那么我们只能想办法通过程序来处理。
那么我们要先搞清楚,灰色的图片是怎样的。
(彩色)
(灰化后)
看到“战队升级”那几个字和他们的背景,就是灰色的啦。
那怎样把一张图片变成灰色的,首先,颜色由RGB组成(你想说由CMYK、HSB、甚至索引色,我不会跟你争这个,毕竟,我是个有素养的人),我们看到的所谓灰色。就是R、G、B这三个值都一样。也就是说,我们要把图片原RGB值计算成一个新的RGB,这个新的颜色他的R=G=B。
那好,那RGB怎么计算成一个灰度值呢?
这里涉及到一个灰化的公式,这公式是一个经验公式,也就是说,这个公式是不固定的。只要你算出来之后,效果是灰色的,那就可以了。
比如,最简单的,你可以用公式:
k = (r + g + b) / 3
这样是对RGB取平均值。
还有个心理学公式:
k = r*.222 + g*.707 + b*.071;
这个公式是什么意思呢?大家可以发现,0.222+0.707+0.071 = 1
其实这个公式的意思就是觉得RGB所占比重不同,比如R占0.222。那么他把RGB值分别乘以对应的比重,就得到一个新的值。而公式1,其实也就认为RGB所占比重是一样的。
这些公式最后得到的都是灰色图片(因为你R=G=B=k),只不过看起来视觉效果不同。你也可以自己试试其他的比重。
3、NGUI灰化实践
说那么多,不如动手来撸几行代码。
思路就是修改NGUI的Transparent Colored这个shader。我们通过丢失一个颜色来处理。把(0,0,0)作为启用灰度的开关。
Transparent Colored代码如下:
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;
col = tex2D(_MainTex, i.texcoord);
if(i.gray == 0)
{
float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));
col.rgb = float3(grey, grey, grey);
}
else
{
col = col * 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
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
我们在vert中计算设置的颜色(下面那个图为设置的地方)是否全为0
如果全为0,则在frag中应用灰化公式。
就这样完成了修改了。
4、支持softclip
为了对softclip起做用,请一起修改
Transparent Colored 1.shader、Transparent Colored 2.shader、Transparent Colored 3.shader为如下代码:
网上可能很多文章没说到上面3个shader的修改,导致很多开发者在softclip中使用灰化的时候不起效果。
Shader "HIDDEN/Unlit/Transparent Colored 1"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
float2 _ClipArgs0 = float2(1000.0, 1000.0);
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
return o;
}
half4 frag (v2f IN) : COLOR
{
// Softness factor
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;
// Sample the texture
half4 col = tex2D(_MainTex, IN.texcoord);
if (dot(IN.color, fixed4(1,1,1,0)) == 0)
{
col = tex2D(_MainTex, IN.texcoord);
col.rgb = dot(col.rgb, fixed3(.222,.707,.071));
}else{
col = col * IN.color;
}
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
return col;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
Shader "HIDDEN/Unlit/Transparent Colored 2"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);
float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);
float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPos : TEXCOORD1;
};
float2 Rotate (float2 v, float2 rot)
{
float2 ret;
ret.x = v.x * rot.y - v.y * rot.x;
ret.y = v.x * rot.x + v.y * rot.y;
return ret;
}
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;
return o;
}
half4 frag (v2f IN) : COLOR
{
// First clip region
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
float f = min(factor.x, factor.y);
// Second clip region
factor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;
f = min(f, min(factor.x, factor.y));
half4 col;
col = tex2D(_MainTex, IN.texcoord);
if (dot(IN.color, fixed4(1,1,1,0)) == 0)
{
col.rgb = dot(col.rgb, fixed3(.222,.707,.071));
}else{
col = col * IN.color;
}
col.a *= clamp(f, 0.0, 1.0);
return col;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
Shader "HIDDEN/Unlit/Transparent Colored 3"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);
float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);
float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);
float4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);
float4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPos : TEXCOORD1;
float2 worldPos2 : TEXCOORD2;
};
float2 Rotate (float2 v, float2 rot)
{
float2 ret;
ret.x = v.x * rot.y - v.y * rot.x;
ret.y = v.x * rot.x + v.y * rot.y;
return ret;
}
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;
o.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;
return o;
}
half4 frag (v2f IN) : COLOR
{
// First clip region
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
float f = min(factor.x, factor.y);
// Second clip region
factor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;
f = min(f, min(factor.x, factor.y));
// Third clip region
factor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;
f = min(f, min(factor.x, factor.y));
// Sample the texture
half4 col = tex2D(_MainTex, IN.texcoord);
if (dot(IN.color, fixed4(1,1,1,0)) == 0)
{
col.rgb = dot(col.rgb, fixed3(.222,.707,.071));
}else{
col = col * IN.color;
}
col.a *= clamp(f, 0.0, 1.0);
return col;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
好,改完了。测试工程稍后上传。