参考链接:http://www.xiaobao1993.com/373.html
去色shader:
Shader "Custom/Gray" {
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct vertexOutput {
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
};
vertexOutput vert(appdata_full input)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
output.tex = input.texcoord;
return output;
}
float4 frag(vertexOutput input) : COLOR
{
float4 col = tex2D(_MainTex, input.tex);
//参考UnityCG.cginc中的Luminance
float grey = dot(col.rgb, fixed3(0.22, 0.707, 0.071));
col.rgb = float3(grey, grey, grey);
return col;
}
ENDCG}
}
//如果以上SubShader渲染失败则回滚采用Diffuse
FallBack "Diffuse"
}
前后对比图: