Shader "iPhone/MFUI_TextGray" { Properties { _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} _clrBase ("Color", COLOR) = (1, 1, 1, 1) } SubShader { Tags { "Queue" = "Transparent" } Pass { Blend One OneMinusSrcAlpha Cull Off Lighting Off Fog { Mode Off } ZTest Off CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float4 _clrBase; struct vertexInput { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float2 tex : TEXCOORD0; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.tex = input.texcoord; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); return output; } float4 frag(vertexOutput input) : COLOR { float4 col = tex2D(_MainTex, (input.tex)); float alpha = col.a; float grey = dot(col.rgb, float3(0.299, 0.587, 0.114)); col.rgb = float3(grey, grey, grey); col.a = alpha * _clrBase.a; return col; } ENDCG } } }