Shader "DanDan/Sprite/Gray"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
// 声明属性,值的范围 0 到 1,默认值为 1
// 控制灰化程度
_GrayFactor("GrayFactor",Range(0,1)) = 1
}
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;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
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;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
// 声明与 Properties 同名变量(自动接收 Proeprty 值)
float _GrayFactor;
fixed4 SampleSpriteTexture (float2 uv)
{
// 贴图色
fixed4 color = tex2D (_MainTex, uv);
// 取灰
float grayValue = color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
//创建灰色
float4 grayColor = float4(grayValue,grayValue,grayValue,1.0);
// 控制灰化程度
color = lerp(color,grayColor, _GrayFactor);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
前:
后:
对差值 Lerp 的理解方式
// 区间理解方式
float lerp(float a, float b, float w)
{
return a + w*(b-a);
}
// 权重理解方式
float lerp(float a, float b, float w) {
return a(1-w) + b * w;
}