Gray.shader 2.3 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. _GrayScaleX("GrayScaleX", range(0,1)) = 0.299
  15. _GrayScaleY("GrayScaleY", range(0,1)) = 0.587
  16. _GrayScaleZ("GrayScaleZ", range(0,1)) = 0.114
  17. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  18. }
  19. SubShader
  20. {
  21. Tags
  22. {
  23. "Queue" = "Transparent"
  24. "RenderType" = "Transparent"
  25. "PreviewType" = "Plane"
  26. "IgnoreProjector" = "True"
  27. "CanUseSpriteAtlas" = "True"
  28. }
  29. Stencil
  30. {
  31. Ref[_Stencil]
  32. Pass[_StencilOp]
  33. Comp[_StencilComp]
  34. ReadMask[_StencilReadMask]
  35. WriteMask[_StencilWriteMask]
  36. }
  37. Cull Off
  38. ZWrite Off
  39. Lighting Off
  40. Blend SrcAlpha OneMinusSrcAlpha
  41. ZTest[unity_GUIZTestMode]
  42. ColorMask[_ColorMask]
  43. Pass
  44. {
  45. CGPROGRAM
  46. #pragma vertex vert
  47. #pragma fragment frag
  48. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  49. #include "UnityUI.cginc"
  50. #include "UnityCG.cginc"
  51. struct appdata
  52. {
  53. float2 uv : TEXCOORD0;
  54. float4 color : COLOR;
  55. float4 vertex : POSITION;
  56. };
  57. struct v2f
  58. {
  59. float2 uv : TEXCOORD0;
  60. float4 color : COLOR;
  61. float4 vertex : SV_POSITION;
  62. float4 worldPosition : TEXCOORD1;
  63. };
  64. float _GrayScaleX;
  65. float _GrayScaleY;
  66. float _GrayScaleZ;
  67. float4 _ClipRect;
  68. float4 _MainTex_ST;
  69. sampler2D _MainTex;
  70. v2f vert (appdata v)
  71. {
  72. v2f o;
  73. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  74. o.color = v.color;
  75. o.vertex = UnityObjectToClipPos(v.vertex);
  76. o.worldPosition = v.vertex;
  77. return o;
  78. }
  79. fixed4 frag (v2f i) : SV_Target
  80. {
  81. fixed4 col = tex2D(_MainTex, i.uv);
  82. fixed gray = dot(col.rgb, fixed3(_GrayScaleX, _GrayScaleY, _GrayScaleZ));
  83. col.rgb = fixed3(gray, gray, gray);
  84. col.a *= i.color.a; //CanvasGroup
  85. col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); //RectMask
  86. #ifdef UNITY_UI_ALPHACLIP
  87. clip(col.a - 0.001);
  88. #endif
  89. return col;
  90. }
  91. ENDCG
  92. }
  93. }
  94. }