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2020-05-13 Ugui图片置灰

2020-05-13 Ugui图片置灰

作者: VECTOR_Y | 来源:发表于2020-05-13 09:37 被阅读0次

    转载自:https://blog.csdn.net/codingriver/article/details/84384332

    置灰的关键代码:

                    //gray
                    color.rgb = dot(color.rgb, fixed3(0.222, 0.707, 0.071));  //0.299, 0.587, 0.114
    
                    //half gray = dot(color.rgb, fixed3(0.299, 0.0587, 0.114));
                    //color.rgb = half3(gray, gray, gray);
    

    这里是从官网下载对应内置shader,然后修改UI-Default

    上完整的shader代码:

    // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
    
    Shader "Custom/UI-Gray"
    {
        Properties
        {
            [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
            _Color ("Tint", Color) = (1,1,1,1)
    
            _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
    
            [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
        }
    
        SubShader
        {
            Tags
            {
                "Queue"="Transparent"
                "IgnoreProjector"="True"
                "RenderType"="Transparent"
                "PreviewType"="Plane"
                "CanUseSpriteAtlas"="True"
            }
    
            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
            {
                Name "Default"
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma target 2.0
    
                #include "UnityCG.cginc"
                #include "UnityUI.cginc"
    
                #pragma multi_compile __ UNITY_UI_CLIP_RECT
                #pragma multi_compile __ UNITY_UI_ALPHACLIP
    
                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                    UNITY_VERTEX_INPUT_INSTANCE_ID
                };
    
                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color    : COLOR;
                    float2 texcoord  : TEXCOORD0;
                    float4 worldPosition : TEXCOORD1;
                    UNITY_VERTEX_OUTPUT_STEREO
                };
    
                sampler2D _MainTex;
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
                float4 _MainTex_ST;
    
                v2f vert(appdata_t v)
                {
                    v2f OUT;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                    OUT.worldPosition = v.vertex;
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                    OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
    
                    OUT.color = v.color * _Color;
                    return OUT;
                }
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
    
                    #ifdef UNITY_UI_CLIP_RECT
                    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                    #endif
    
                    #ifdef UNITY_UI_ALPHACLIP
                    clip (color.a - 0.001);
                    #endif
    
                    //gray
                    color.rgb = dot(color.rgb, fixed3(0.222, 0.707, 0.071));  //0.299, 0.587, 0.114
    
                    //half gray = dot(color.rgb, fixed3(0.299, 0.0587, 0.114));
                    //color.rgb = half3(gray, gray, gray);
    
                    return color;
                }
            ENDCG
            }
        }
    }
    
    

    代码:开始我试着用Shader.Find("")来获取shader,编辑器可以,打包后真机找不到报空,所以先编辑好材质球,直接加载材质球来解决了

     Material material;
        public  void ImageGray(Image image,bool isgray)
        {
            //"UISprites/DefaultGray"
            if (isgray)
            {
                if (material == null)
                {
                    material = Resources.Load<Material>("Material/Gray");
                }
               
                if (material == null)
                {
                    Debug.LogError("ImageGray material null");
                    return;
                }
    
                image.material = material;
                image.SetMaterialDirty();
            }
            else
            {
                image.material = null;
            }
        }
    

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