UI置灰
在UIDefault的基础上做的修改
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "My/UI/UIDefault-Gray" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _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 _ClipRect("Clip Rect", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "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 { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile_local __ GRAY struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; fixed _IsGray; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; // mul(unity_ObjectToWorld, v.vertex); //不用后面这句貌似也没问题 OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif #ifdef GRAY half lum = Luminance(color.rgb); half isWhite = step(0.998, lum); //精度问题用1结果不对 color.rgb = lerp(half3(lum, lum, lum), Luminance(half3(0, 1, 1)), isWhite); //非白色使用前面的, 白色使用后面的 #endif return color; } ENDCG } } }
using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class MyImage : Image { private bool m_isGray; public bool Gray { get { return m_isGray; } set { if (m_isGray != value) { m_isGray = value; if (value) { if (null == m_grayMat) { var shader = Shader.Find("My/UI/UIDefault-Gray"); m_grayMat = new Material(shader); m_grayMat.EnableKeyword("GRAY"); m_grayMat.hideFlags = HideFlags.DontSave; } material = m_grayMat; } else { material = null; } } } } private Material m_grayMat; //******************** 测试用 private PointerEventData m_uiPointerEventData; private List<RaycastResult> m_uiRaycastResultCache = new List<RaycastResult>(); void Update() { if (Input.GetMouseButtonDown(0)) { var screenPos = Input.mousePosition; var go = GetFirstTouchUI(screenPos); if (this.gameObject == go) { this.Gray = !this.Gray; } } } public GameObject GetFirstTouchUI(Vector2 screenPos) { if (null == EventSystem.current) return null; if (m_uiPointerEventData == null) m_uiPointerEventData = new PointerEventData(EventSystem.current); m_uiPointerEventData.position = new Vector2(screenPos.x, screenPos.y); EventSystem.current.RaycastAll(m_uiPointerEventData, m_uiRaycastResultCache); if (m_uiRaycastResultCache.Count > 0) return m_uiRaycastResultCache[0].gameObject; return null; } //******************** }
效果图
需要注意
如果置灰部分不考虑白色的话
color.rgb = Luminance(color.rgb);
可能会出现在Gamma颜色空间下,白色图片没法变灰
参考
unity 常见的置灰处理_天涯过客TYGK的博客-CSDN博客_unity置灰mash
Unity shader实现灰度效果 - 知乎 (zhihu.com)
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