UIGray.shader 2.3 KB

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  1. Shader "YXJ/UI/UIGray"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _Color("Tint", Color) = (1,1,1,1)
  7. _StencilComp("Stencil Comparison", Float) = 8
  8. _Stencil("Stencil ID", Float) = 0
  9. _StencilOp("Stencil Operation", Float) = 0
  10. _StencilWriteMask("Stencil Write Mask", Float) = 255
  11. _StencilReadMask("Stencil Read Mask", Float) = 255
  12. _ColorMask("Color Mask", Float) = 15
  13. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  14. }
  15. SubShader
  16. {
  17. Tags
  18. {
  19. "Queue" = "Transparent"
  20. "IgnoreProjector" = "True"
  21. "RenderType" = "Transparent"
  22. "PreviewType" = "Plane"
  23. "CanUseSpriteAtlas" = "True"
  24. }
  25. Stencil
  26. {
  27. Ref[_Stencil]
  28. Comp[_StencilComp]
  29. Pass[_StencilOp]
  30. ReadMask[_StencilReadMask]
  31. WriteMask[_StencilWriteMask]
  32. }
  33. Cull Off
  34. Lighting Off
  35. ZWrite Off
  36. ZTest[unity_GUIZTestMode]
  37. Blend SrcAlpha OneMinusSrcAlpha
  38. ColorMask[_ColorMask]
  39. Pass
  40. {
  41. Name "Default"
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #pragma target 2.0
  46. #include "UnityCG.cginc"
  47. #include "UnityUI.cginc"
  48. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  49. struct appdata_t
  50. {
  51. float4 vertex : POSITION;
  52. float4 color : COLOR;
  53. float2 texcoord : TEXCOORD0;
  54. UNITY_VERTEX_INPUT_INSTANCE_ID
  55. };
  56. struct v2f
  57. {
  58. float4 vertex : SV_POSITION;
  59. fixed4 color : COLOR;
  60. float2 texcoord : TEXCOORD0;
  61. float4 worldPosition : TEXCOORD1;
  62. UNITY_VERTEX_OUTPUT_STEREO
  63. };
  64. sampler2D _MainTex;
  65. fixed4 _Color;
  66. fixed4 _TextureSampleAdd;
  67. float4 _ClipRect;
  68. float4 _MainTex_ST;
  69. v2f vert(appdata_t v)
  70. {
  71. v2f OUT;
  72. UNITY_SETUP_INSTANCE_ID(v);
  73. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  74. OUT.worldPosition = v.vertex;
  75. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  76. OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  77. OUT.color = v.color * _Color;
  78. return OUT;
  79. }
  80. fixed4 frag(v2f IN) : SV_Target
  81. {
  82. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  83. color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  84. #ifdef UNITY_UI_ALPHACLIP
  85. clip(color.a - 0.001);
  86. #endif
  87. color.rgb = dot(color.rgb, fixed3(0.222, 0.707, 0.071)); //0.299, 0.587, 0.114
  88. return color;
  89. }
  90. ENDCG
  91. }
  92. }
  93. }