local greyMat = ResManager:GetMaterial("material/UIGray.mat")
local imgs = rootItem:GetComponentsInChildren(typeof(CS.UnityEngine.UI.Image))
for i = 0,imgs.Length-1 do
imgs[i].material = greyMat
end
Shader "Custom/UIGray"
{
Properties
{
[PerRendererData]_MainTex("MainTex", 2D) = "white" {}
_Variable("variable",range(0,1))=0
[Toggle]_selected("selected", Int) = 0
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IngnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask]
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert;
#pragma fragment frag;
sampler2D _MainTex;
float4 _MainTex_ST; // 纹理无需编辑,可以不配置ST
struct a2v
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f f;
f.pos = UnityObjectToClipPos(v.vertex);
f.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return f;
}
fixed4 frag(v2f f) : SV_Target
{
// 置灰
//fixed3 grayRGB = tex2D(_MainTex, f.uv);
fixed3 grayRGB = dot(tex2D(_MainTex, f.uv), fixed3(0.299, 0.587, 0.114));
// 透明度
fixed grayA = tex2D(_MainTex, f.uv).a;
return fixed4(grayRGB, grayA);
}
ENDCG
}
}
FallBack "Diffuse"
}