1.Unity 单张图片变灰
以NGUI为例,修改Shader Transparent Colored 的frag方法
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f IN) : COLOR
{
fixed4 c;
if(IN.color.r < 0.001){
c = tex2D(_MainTex, IN.texcoord);// * IN.color;
c.rgb *= c.a;
float gray = dot(c.rgb, float3(0.299, 0.587, 0.114));
c.rgb = float3(gray, gray, gray);
}else{
c = tex2D(_MainTex, IN.texcoord) * IN.color;
}
return c;
}
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
}
}
}
}
脚本里面调用修改UIWidget的color
UIWidget bg = AddSubObject<UIWidget>("0_Bg/BgMain");
bg.color = new Color(0f,0f,0f);
print(bg.color);
2.修改UIWidget颜色不起作用的问题
有时候会出现一种情况,怎么调整颜色都不会变,这个时候查询要修改的UIWidget本层或者上层有没有UIButton这个控件
正常功能的要求,图片变灰之后,对应的UIButton也不会响应点击事件,所以将找到的UIButton的enable属性事先置成false即可。
原因:UIButton组件,该组件设置UIButton Disabled Color就是第一张的颜色值,这个值控制了这张图的颜色
UIWidget bg = AddSubObject<UIWidget>("0_Bg/BgMain");
//本例自身挂有UIButton
bg.GetComponent<UIButton>().enabled = false;
bg.color = new Color(0f,0f,0f);
print(bg.color);