在项目中,我们经常会遇到要将一张图片变成灰色,这时候我们可以通过给图片添加一个灰度图的材质,网上找到过别人提供的shader,存在一个bug:在scrollview中遮罩失效,最后找到了解决方法。下面提供一个ugui上的shader,scrollview中已经正常使用了
Shader "custom/SpriteGray" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 // required for UI.Mask _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 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off Fog{ Mode Off } Blend One OneMinusSrcAlpha // required for UI.Mask Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile DUMMY PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color; c.rgb *= c.a; float gray = dot(c.xyz, float3(0.299, 0.587, 0.114)); c.xyz = float3(gray, gray, gray); return c; } ENDCG } } FallBack "Diffuse" }