shader如下:
1 Shader "TA/Unlit/UI/UIImageGray" 2 { 3 Properties 4 { 5 _MainTex("Main Texture", 2D) = "white"{} 6 } 7 8 SubShader 9 { 10 Tags 11 { 12 "Queue" = "Transparent" 13 "IgnoreProjector" = "True" 14 "RenderType" = "Transparent" 15 "RenderPipeline" = "UniversalForward" 16 } 17 18 Pass 19 { 20 Blend SrcAlpha OneMinusSrcAlpha 21 Cull Off 22 Lighting Off 23 ZWrite Off 24 25 HLSLPROGRAM 26 #pragma vertex vert 27 #pragma fragment frag 28 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 29 30 TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); 31 float4 _MainTex_ST; 32 33 struct appdata_t 34 { 35 float4 vertex : POSITION; 36 float2 texcoord : TEXCOORD0; 37 half4 color : COLOR; 38 }; 39 40 struct v2f 41 { 42 float4 clipPos : POSITION; 43 float2 uv : TEXCOORD0; 44 half4 color : COLOR; 45 }; 46 47 48 v2f vert (appdata_t v) 49 { 50 v2f o; 51 o.clipPos = mul(UNITY_MATRIX_MVP, v.vertex); 52 o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); 53 o.color = v.color; 54 return o; 55 } 56 57 half4 frag (v2f i) : SV_Target 58 { 59 half4 mainCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); 60 half4 col; 61 col.rgb = dot(mainCol.rgb, half3(0.222, 0.707, 0.071)); 62 col.a = mainCol.a; 63 col *= i.color; 64 return col; 65 } 66 ENDHLSL 67 } 68 } 69 70 FallBack Off 71 }
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标签:Off,MainTex,color,half4,Unity,URP,v2f,灰度,col From: https://www.cnblogs.com/jietian331/p/17043381.html