Shader "MFUGUI/TextGray" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Main Color", Color) = (1,1,1,1) _Gray("Gray", Float) = 0 _DetailTex("Detail (RGB)", 2D) = "white" {} _Strength("Detail Strength", Range(0.0, 1.0)) = 0.2 _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 } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } 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 { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord2 : TEXCOORD1; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float2 texcoord2 : TEXCOORD1; float4 worldPosition : TEXCOORD2; fixed4 color : COLOR; }; sampler2D _MainTex; sampler2D _DetailTex; float4 _MainTex_ST; float4 _DetailTex_ST; float4 _DetailTex_TexelSize; fixed4 _Color; fixed _Strength; fixed4 _TextureSampleAdd; float _Gray; bool _UseClipRect; float4 _ClipRect; bool _UseAlphaClip; v2f vert(appdata_t v) { v2f o; o.worldPosition = v.vertex; o.vertex = mul(UNITY_MATRIX_MVP, o.worldPosition); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord2 = TRANSFORM_TEX(v.texcoord2 * _DetailTex_TexelSize.xy, _DetailTex); o.color = v.color * _Color; #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); #endif return o; } fixed4 frag(v2f i) : COLOR { fixed4 color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; fixed4 detail = tex2D(_DetailTex, i.texcoord2); color.rgb = lerp(color.rgb, color.rgb * detail.rgb, detail.a * _Strength); color = color * _Color; if (_Gray != 0) { float grey = dot(color.rgb, float3(0.299, 0.587, 0.114)); color.rgb = float3(grey, grey, grey); } if (_UseClipRect) color *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); if (_UseAlphaClip) clip(color.a - 0.001); return color; } ENDCG } } }