1 创建 Shader 灰屏使用
Shader "Custom/Grayscale"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
v2f vert (appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv);
// Convert to grayscale
float gray = dot(col.rgb, float3(0.299, 0.587, 0.114));
return half4(gray, gray, gray, col.a);
}
ENDCG
}
}
FallBack "Diffuse"
}
2 创建 Material 并选择上面创建的shader
3 创建和配置脚本
using UnityEngine;
[ExecuteInEditMode]
public class GrayscaleEffect : MonoBehaviour
{
public Material grayscaleMaterial; // Assign the material with the grayscale shader
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (grayscaleMaterial != null)
{
// 使用该材质将 source 渲染到 destination
Graphics.Blit(source, destination, grayscaleMaterial);
}
else
{
// 没有材质的情况下,直接将 source 复制到 destination
Graphics.Blit(source, destination);
}
}
}
4 挂载脚本 并给材质赋值
运行前效果
运行后效果