DefaultGray.shader 2.2 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "UISprites/DefaultGray"
  3. {
  4. Properties
  5. {
  6. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  7. _Color ("Tint", Color) = (1,1,1,1)
  8. [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
  9. //---Add---
  10. // Change the brightness of the Sprite
  11. _GrayScale ("GrayScale", Float) = 1
  12. //---Add---
  13. }
  14. SubShader
  15. {
  16. Tags
  17. {
  18. "Queue"="Transparent"
  19. "IgnoreProjector"="True"
  20. "RenderType"="Transparent"
  21. "PreviewType"="Plane"
  22. "CanUseSpriteAtlas"="True"
  23. }
  24. Cull Off
  25. Lighting Off
  26. ZWrite Off
  27. Blend One OneMinusSrcAlpha
  28. Pass
  29. {
  30. CGPROGRAM
  31. #pragma vertex vert
  32. #pragma fragment frag
  33. #pragma multi_compile _ PIXELSNAP_ON
  34. #include "UnityCG.cginc"
  35. struct appdata_t
  36. {
  37. float4 vertex : POSITION;
  38. float4 color : COLOR;
  39. float2 texcoord : TEXCOORD0;
  40. };
  41. struct v2f
  42. {
  43. float4 vertex : SV_POSITION;
  44. fixed4 color : COLOR;
  45. half2 texcoord : TEXCOORD0;
  46. };
  47. fixed4 _Color;
  48. v2f vert(appdata_t IN)
  49. {
  50. v2f OUT;
  51. OUT.vertex = UnityObjectToClipPos(IN.vertex);
  52. OUT.texcoord = IN.texcoord;
  53. OUT.color = IN.color * _Color;
  54. #ifdef PIXELSNAP_ON
  55. OUT.vertex = UnityPixelSnap (OUT.vertex);
  56. #endif
  57. return OUT;
  58. }
  59. sampler2D _MainTex;
  60. float _GrayScale;
  61. fixed4 frag(v2f IN) : SV_Target
  62. {
  63. fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
  64. //---Add--
  65. float cc = (c.r * 0.299 + c.g * 0.518 + c.b * 0.184);
  66. cc *= _GrayScale;
  67. c.r = c.g = c.b = cc;
  68. //---Add--
  69. c.rgb *= c.a;
  70. return c;
  71. }
  72. ENDCG
  73. }
  74. }
  75. }