UGUI 图片变灰色

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本文链接:https://blog.csdn.net/xinhailong2009/article/details/78919011
用于技能CD中 ICon 变暗
Shader "UGUI/SpriteGray"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
	_Color("Tint", Color) = (1,1,1,1)
		[MaterialToggle] PixelSnap("Pixel snap", Float) = 0

		_SpriteGray("SpriteGray", Float) = 1

	}

		SubShader
	{
		Tags
	{
		"Queue" = "Transparent"
		"IgnoreProjector" = "True"
		"RenderType" = "Transparent"
		"PreviewType" = "Plane"
		"CanUseSpriteAtlas" = "True"
	}

		Cull Off
		Lighting Off
		ZWrite Off
		Blend One OneMinusSrcAlpha

		Pass
	{
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#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.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
		OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif

		return OUT;
	}

	sampler2D _MainTex;
	float _SpriteGray;
	float PixelSnap;
	fixed4 frag(v2f IN) : SV_Target
	{
		fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
		if (PixelSnap > 0)
		{
			float cc = (c.r * 0.299 + c.g * 0.518 + c.b * 0.184);
			cc *= _SpriteGray;
			c.r = c.g = c.b = cc;
		}
		c.rgb *= c.a;
		return c;
	}
		ENDCG
	}
	}
}

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