• NGUI 图片变灰


    效果图

    1、先准备好一个变灰shader。代码如下

    Shader "Custom/Gray"
    {
    	Properties
    	{
    		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
    	}
    	
    	SubShader
    	{
    		LOD 200
    
    		Tags
    		{
    			"Queue" = "Transparent"
    			"IgnoreProjector" = "True"
    			"RenderType" = "Transparent"
    		}
    		
    		Pass
    		{
    			Cull Off
    			Lighting Off
    			ZWrite Off
    			Fog { Mode Off }
    			Offset -1, -1
    			Blend SrcAlpha OneMinusSrcAlpha
    
    			CGPROGRAM
    			#pragma vertex vert
    			#pragma fragment frag			
    			#include "UnityCG.cginc"
    
    			sampler2D _MainTex;
    			float4 _MainTex_ST;
    	
    			struct appdata_t
    			{
    				float4 vertex : POSITION;
    				float2 texcoord : TEXCOORD0;
    				fixed4 color : COLOR;
    			};
    	
    			struct v2f
    			{
    				float4 vertex : SV_POSITION;
    				half2 texcoord : TEXCOORD0;
    				fixed4 color : COLOR;
    			};
    	
    			v2f o;
    
    			v2f vert (appdata_t v)
    			{
    				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
    				o.texcoord = v.texcoord;
    				o.color = v.color;
    				return o;
    			}
    				
    			fixed4 frag (v2f IN) : COLOR
    			{
    				float4 col =tex2D(_MainTex, IN.texcoord) * IN.color;
    				float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));   
                    col.rgb = float3(grey, grey, grey); 
    				
    				return col;
    			}
    			ENDCG
    		}
    	}
    
    	SubShader
    	{
    		LOD 100
    
    		Tags
    		{
    			"Queue" = "Transparent"
    			"IgnoreProjector" = "True"
    			"RenderType" = "Transparent"
    		}
    		
    		Pass
    		{
    			Cull Off
    			Lighting Off
    			ZWrite Off
    			Fog { Mode Off }
    			Offset -1, -1
    			ColorMask RGB
    			Blend SrcAlpha OneMinusSrcAlpha
    			ColorMaterial AmbientAndDiffuse
    			
    			SetTexture [_MainTex]
    			{
    				Combine Texture * Primary
    			}
    		}
    	}
    }
    

      

    2、制作一个atlas图集prefab

      在Project里选择几个纹理右键->Open Atlas Maker->New->Create

    3、修改prefab材质 

      点击刚刚生成的atlas图集prefab->Material->导航到Project中我们刚生成的atlas图集prefab所使用的材质->把shader改成Custom/Cray(这个shader就是我们上面那个shader的名字)

    4、设置到UISprite下看看

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  • 原文地址:https://www.cnblogs.com/mrblue/p/4638769.html
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