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