Unity Shader 之 Grey UI
- 从unity的官网下载buildin shaders
- 拷贝buildin目录下的文件builtin_shaders-5.5.1f1\DefaultResourcesExtra\UI\UI-Default.shader到工程目录下,并改名叫UI_My_Grey.shader。
- 打开UI_My_Grey.shader,将名字由”UI/Default”改为”UI/My/Default”
- 在
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
后增加一句color.rgb = dot(color.rgb, half4(0.22, 0.707, 0.071));
附:UI_My_Grey.shader源码。
Shader "UI/My/Grey"
{
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
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"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_ALPHACLIP
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
}
fixed4 _Color
fixed4 _TextureSampleAdd
float4 _ClipRect
v2f vert(appdata_t IN)
{
v2f OUT
UNITY_SETUP_INSTANCE_ID(IN)
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT)
OUT.worldPosition = IN.vertex
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition)
OUT.texcoord = IN.texcoord
OUT.color = IN.color * _Color
return OUT
}
sampler2D _MainTex
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect)
color.rgb = dot(color.rgb, float3(0.22, 0.707, 0.071))
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001)
#endif
return color
}
ENDCG
}
}
}