Shader "DashGame/Gray" { Properties { _MainTex ("Texture", 2D) = "white" {} _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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 } 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] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityUI.cginc" #include "UnityCG.cginc" struct appdata { float2 uv : TEXCOORD0; float4 color : COLOR; float4 vertex : POSITION; }; struct v2f { float2 uv : TEXCOORD0; float4 color : COLOR; float4 vertex : SV_POSITION; float4 worldPosition : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _ClipRect; v2f vert (appdata v) { v2f o; o.worldPosition = v.vertex; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed gray = dot(col.rgb, fixed3(0.299, 0.587, 0.114)); col.rgb = fixed3(gray, gray, gray); col.a *= i.color.a; //CanvasGroup col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); //RectMask #ifdef UNITY_UI_ALPHACLIP clip(col.a - 0.001); #endif return col; } ENDCG } } }