Gray.shader 2.5 KB

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  1. Shader "DashGame/Gray"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Texture", 2D) = "white" {}
  6. _ColorMask("Color Mask", Float) = 15
  7. _ColorMask("Color Mask", Float) = 15
  8. _ColorMask("Color Mask", Float) = 15
  9. _Stencil("Stencil ID", Float) = 0
  10. _StencilOp("Stencil Operation", Float) = 0
  11. _StencilComp("Stencil Comparison", Float) = 8
  12. _StencilReadMask("Stencil Read Mask", Float) = 255
  13. _StencilWriteMask("Stencil Write Mask", Float) = 255
  14. _GrayLerp("GrayLerp", range(0,1)) = 1
  15. _GrayScaleX("GrayScaleX", range(0,1)) = 0.299
  16. _GrayScaleY("GrayScaleY", range(0,1)) = 0.587
  17. _GrayScaleZ("GrayScaleZ", range(0,1)) = 0.114
  18. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  19. }
  20. SubShader
  21. {
  22. Tags
  23. {
  24. "Queue" = "Transparent"
  25. "RenderType" = "Transparent"
  26. "PreviewType" = "Plane"
  27. "IgnoreProjector" = "True"
  28. "CanUseSpriteAtlas" = "True"
  29. }
  30. Stencil
  31. {
  32. Ref[_Stencil]
  33. Pass[_StencilOp]
  34. Comp[_StencilComp]
  35. ReadMask[_StencilReadMask]
  36. WriteMask[_StencilWriteMask]
  37. }
  38. Cull Off
  39. ZWrite Off
  40. Lighting Off
  41. Blend SrcAlpha OneMinusSrcAlpha
  42. ZTest[unity_GUIZTestMode]
  43. ColorMask[_ColorMask]
  44. Pass
  45. {
  46. CGPROGRAM
  47. #pragma vertex vert
  48. #pragma fragment frag
  49. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  50. #include "UnityUI.cginc"
  51. #include "UnityCG.cginc"
  52. struct appdata
  53. {
  54. float2 uv : TEXCOORD0;
  55. float4 color : COLOR;
  56. float4 vertex : POSITION;
  57. };
  58. struct v2f
  59. {
  60. float2 uv : TEXCOORD0;
  61. float4 color : COLOR;
  62. float4 vertex : SV_POSITION;
  63. float4 worldPosition : TEXCOORD1;
  64. };
  65. float _GrayLerp;
  66. float _GrayScaleX;
  67. float _GrayScaleY;
  68. float _GrayScaleZ;
  69. float4 _ClipRect;
  70. float4 _MainTex_ST;
  71. sampler2D _MainTex;
  72. v2f vert (appdata v)
  73. {
  74. v2f o;
  75. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  76. o.color = v.color;
  77. o.vertex = UnityObjectToClipPos(v.vertex);
  78. o.worldPosition = v.vertex;
  79. return o;
  80. }
  81. fixed4 frag (v2f i) : SV_Target
  82. {
  83. fixed4 col = tex2D(_MainTex, i.uv);
  84. fixed gray = dot(col.rgb, fixed3(_GrayScaleX, _GrayScaleY, _GrayScaleZ));
  85. fixed newR = lerp(col.r, gray, _GrayLerp);
  86. fixed newG = lerp(col.g, gray, _GrayLerp);
  87. fixed newB = lerp(col.b, gray, _GrayLerp);
  88. col.rgb = fixed3(newR, newG, newB);
  89. col.a *= i.color.a; //CanvasGroup
  90. col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); //RectMask
  91. #ifdef UNITY_UI_ALPHACLIP
  92. clip(col.a - 0.001);
  93. #endif
  94. return col;
  95. }
  96. ENDCG
  97. }
  98. }
  99. }