UnityShader——置灰
实现置灰非常简单,只要用原来颜色的rgb分量按照不同的权重加起来,就可以得到一个灰度值,这个灰度值就是新的颜色的rgb分量。
Shader "WS/Gray"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
{
ZTest Always
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//灰化
fixed gray = mul(col.rgb, fixed3(0.299, 0.587, 0.114));
return fixed4(gray, gray, gray, 1.0);
}
ENDCG
}
}
}
灰化之前:
灰化之后: