unity3d置灰image图片shader

新建材质球,赋值该shader,将材质球复制到image上即可置灰image

Shader "UIEffect/ImageGray"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)

        _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"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "PreviewType" = "Plane"
                "CanUseSpriteAtlas" = "True"
            }

            Stencil
            {
                Ref[_Stencil]
                Comp[_StencilComp]
                Pass[_StencilOp]
                ReadMask[_StencilReadMask]
                WriteMask[_StencilWriteMask]
            }

            Cull Off
            Lighting Off
            ZWrite Off
            ZTest[unity_GUIZTestMode]
            Fog { Mode Off }
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask[_ColorMask]

            Pass
            {
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"

                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                };

                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color : COLOR;
                    half2 texcoord  : TEXCOORD0;
                };

                fixed4 _Color;

                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                    OUT.texcoord = IN.texcoord;
                    OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
                    OUT.color = IN.color * _Color;
                    return OUT;
                }

                sampler2D _MainTex;

                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
                    clip(color.a - 0.01);
                    float gray = dot(color.rgb, fixed3(0.22, 0.707, 0.071));
                    return half4(gray,gray,gray,color.a);
                }
            ENDCG
            }
        }
}

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