最近搞了一下置灰相关内容,这个鬼东西...真是坑
如果用的地方不多的话,那就让美术出图吧...不过如果各个地方都在用,我们还是老老实实写个shader吧,不然还是很浪费资源的..
我用的NGUI,其实这个关系不是很大啦..NGUI里有一个Transparent Colored shader,这个如果你创建NGUI Texture会默认用这个shader。
我们的做法也很简单,就是如果Texutre的color tint 的rgb设置为(0,0,0)的时候,我们就让其置灰
Shader代码如下
Shader "Unlit/Transparent Colored"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f o;
v2f vert (appdata_t v)
{
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 texColor = tex2D(_MainTex, IN.texcoord);
fixed4 col = texColor * IN.color;
if(IN.color.r + IN.color.g + IN.color.b < 0.0001){
fixed gray = dot(half3(0.6,0.2,0.01),texColor);
fixed3 grayCol = fixed3(gray,gray,gray);
col.rgb = grayCol;
}
return col;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
//ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
这么一大坨代码...懒得看,稍微有点Shader基础的人应该也都知道,多数都是乱七八糟的定义,比如appdata_t,unityshader内置的,v2f shader中常用的顶点到片元等等
直接看fixed4 frag(v2f IN) : SV_Target吧,这个是最终会显示的效果
if(IN.color.r + IN.color.g + IN.color.b < 0.0001){
fixed gray = dot(half3(0.6,0.2,0.01),texColor);
fixed3 grayCol = fixed3(gray,gray,gray);
col.rgb = grayCol;
}
这个v2f IN,IN.color其实也就是Color Tint的rgba值,刚开始我以为需要在Properties中设置一个参数来着,愚钝了
需要注意的是,在Unity中如果说你对UISprite置灰,那么会导致UISprite的Atlas里所有的Texture都会置灰,为什么?
obj:getComponent<UISprite>().material:setColor("_Color", Color.grey)
其实观察UISprite代码知道
public override Material material
{
get
{
var mat = base.material;
if (mat != null) return mat;
return (mAtlas != null ? mAtlas.spriteMaterial : null);
}
set
{
base.material = value;
}
}
通过UISprite取出来的material,其实就是Atlas里的,然而如果你对shader进行更改,或者设置,那么整个Atlas可想而知...