方法一
图集的材质球的shader使用下面的shader脚本
Shader "Unlit/Transparent Colored (AlphaClip_r) "
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_AlphaTex ("Trans (A)", 2D) = "white" {}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex,_AlphaTex;
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 o;
v2f vert (appdata_t v)
{
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 = half4(tex2D(_MainTex, IN.texcoord).xyz,tex2D(_AlphaTex, IN.texcoord).r) * IN.color;
half4 col = half4(tex2D(_MainTex, IN.texcoord).xyz, tex2D(_AlphaTex, IN.texcoord).r);
//half a = IN.color.a;
if (IN.color.a == 0)
{
col.rgb = Luminance(col.rgb);
}
else
{
col *= IN.color;
}
/*
//step(a, x) x < 0 = 0, x >= 0 1
//用step 优化掉if
half a = IN.color.a;
half4 grayColor = Luminance(col.rgb);
fixed stepV = step(0.000001, a);
col = IN.color * col * stepV + half4(grayColor.rgb, col.a) * (1 - stepV);
*/
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
return col;
}
ENDCG
}
}
SubShader
{
LOD 50
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex,_AlphaTex;
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;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f o;
v2f vert (appdata_t v)
{
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;
}
fixed4 frag (v2f IN) : COLOR
{
// Softness factor
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;
// Sample the texture
//fixed4 col = fixed4(tex2D(_MainTex, IN.texcoord).xyz,tex2D(_AlphaTex, IN.texcoord).r) * IN.color;
fixed4 col = fixed4(tex2D(_MainTex, IN.texcoord).xyz, tex2D(_AlphaTex, IN.texcoord).r);
if (IN.color.a == 0)
{
col.rgb = Luminance(col.rgb);
}
else
{
col *= IN.color;
}
/*
half a = IN.color.a;
half4 grayColor = Luminance(col.rgb);
fixed stepV = step(0.000001, a);
col = IN.color * col * stepV + half4(grayColor.rgb, col.a) * (1 - stepV);
*/
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
return col;
}
ENDCG
}
}
}
接着,在UIWidget类中,新增m_grayState变量和grayState属性
//UIWidget.cs
[SerializeField]
protected bool m_grayState = false;
public bool grayState
{
get { return m_grayState; }
set
{
if(m_grayState != value)
{
m_grayState = value;
MarkAsChanged();
}
}
}
然后再UIBasicSprite类中,修改drawingColor属性
//UIBasicSprite.cs
Color32 drawingColor
{
get
{
...
if(m_grayState)
colF.a =0;
return colF;
}
}
然后再改一下UIWidgetInspetor
//UIBasicSprite.cs
static public void DrawInspectorProperties(SerializedObject so, UIWidget w, bool drawColor)
{
...
if(NGUIEditorTools.DrawHeader("Widget"))
{
...
SerializedProperty graySpPre = so.FindProperty("m_grayState");
bool preGrayValue = graySpPre.boolValue;
SerializedProperty graySp = NGUIEditorTools.DrawProperty("Gray", so, "m_grayState");
if(graySp.boolValue != preGrayValue)
{
w.MarkAsChanged();
}
NGUIEditorTools.SetLabelWidth(80f);
NGUIEditorTools.EndContents();
}
}
效果如下:
方法二
图集的材质球的shader使用下面的shader脚本,当精灵的颜色设置成全黑的时候,就会自动变灰色
Shader "Unlit/Transparent Colored"
{
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
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
v2f o;
v2f vert (appdata_t v)
{
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
fixed4 frag (v2f IN) : COLOR
{
fixed4 col;
if (IN.color.r < 0.001)
{
col = tex2D(_MainTex, IN.texcoord);
float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));
col.rgb = float3(grey, grey, grey);
}
else
{
col = tex2D(_MainTex, IN.texcoord) * IN.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
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}