UGUI 图片去色,变灰度图
发表于2018-12-04
本篇文章给大家分享下UGUI 图片将其他颜色去除,显示灰色图片。一般项目中会有一些图标,当你拥有该图标显示为彩色图标,一般项目中最占资源的就是图片,不允许添加一张彩色图片,一张灰色图片,必须通过一些方法将彩色图标的颜色去掉,获取图标的灰色值。
UGUI 自带了一个Shader, Sprites/Default, 默认给了一个添加该Shader 的材质球。
Shader "UISprites/DefaultGray" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 //---Add--- // Change the brightness of the Sprite _GrayScale ("GrayScale", Float) = 1 //---Add--- } 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 _GrayScale; fixed4 frag(v2f IN) : SV_Target { fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color; //---Add-- float cc = (c.r * 0.299 + c.g * 0.518 + c.b * 0.184); cc *= _GrayScale; c.r = c.g = c.b = cc; //---Add-- c.rgb *= c.a; return c; } ENDCG } } }