• 【UnityShader】2D图像变灰


    //-----------------------------------------------【Shader说明】--------------------------------------------------------
    //     Shader功能:   2D图片变灰  核心思路: 采样之后的图元xyz分别各自乘以灰度系数0.299,0.518,0.184之后的值就是灰色的
    //---------------------------------------------------------------------------------------------------------------------
    
    Shader "2D图片变灰"
    {
       Properties
        {
            _MainTex ("Sprite Texture", 2D) = "white" {}
            _Color ("Tint", Color) = (1,1,1,1)
            _GrayScale ("GrayScale", Float) = 1
            [Toggle]_Open("Open", Int) = 1    //Toggle控制是否开启
        }
    
        SubShader
        {
            Tags
            { 
                "Queue"="Transparent" 
                "IgnoreProjector"="True" 
                "RenderType"="Transparent" 
                "PreviewType"="Plane"
                "CanUseSpriteAtlas"="True"
            }
    
            Cull Off
            Lighting Off
            ZWrite Off
            Blend One OneMinusSrcAlpha
    
            Pass
            {
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile _ PIXELSNAP_ON      //告诉Unity编译不同版本的Shader,这里和后面vert中的PIXELSNAP_ON对应
                #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;
                fixed _Open;
                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.vertex = UnityObjectToClipPos(IN.vertex);
                    OUT.texcoord = IN.texcoord;
                    OUT.color = IN.color * _Color;
                    #ifdef PIXELSNAP_ON
                    OUT.vertex = UnityPixelSnap (OUT.vertex);
                    #endif
    
                    return OUT;
                }
    
                sampler2D _MainTex;
                float _GrayScale;
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    if(_Open > 0)
                    {
                        fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
                       float cc = (c.r * 0.299 + c.g * 0.518 + c.b * 0.184);  //乘以一个灰度系数
                        cc *= _GrayScale;
                        c.r = c.g = c.b = cc;
    
                        c.rgb *= c.a;
                        return c;
                    }
                    else
                    {
                       return tex2D(_MainTex, IN.texcoord) * IN.color;
                    }
                }
            ENDCG
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/weigangblog/p/13223737.html
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