UGUI之图片黑白Shader
发表于2018-12-04
为了让场景或者物体显得好看,大多数开发人员会给图片或物体加上绚丽的色彩效果,但是在不同场景下,可能还会有不同的色彩效果出现,就像本篇中给大家介绍的实现图片黑白的shader效果。
Shader:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UI/Default Grey" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } // 源rgba*源a + 背景rgba*(1-源A值) Blend SrcAlpha OneMinusSrcAlpha 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; }; sampler2D _MainTex; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy -= (_ScreenParams.zw-1.0); #endif OUT.color = IN.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; float grey = dot(color.rgb, fixed3(0.22, 0.707, 0.071)); return half4(grey,grey,grey,color.a); } ENDCG } } }
效果图: