Unity置灰效果shader,可解决列表mask失效问题

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"
}

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