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- Shader "SaberShad/GrayImageEffect"
- {
- Properties
- {
- _MainTex ("Main Texture", 2D) = "white" {}
- // _RPath ("RPath", Range(0, 1)) = 0.2125
- // _GPath ("GPath", Range(0, 1)) = 0.7154
- // _BPath ("BPath", Range(0, 1)) = 0.0721
- // _GrayAmount("GrayAmount", Range(0, 1)) = 0.5
- _Contrast("Contrast", float) = 1//调整对比度
- _Saturation("Saturation", float) = 0.63//调整饱和度
- _Brightness("Brightness", float) = 0.72//调整亮度(明度)
- _Color ("Tint", Color) = (1,1,1,0)
-
- _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]
- }
-
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- ZWrite Off
- ZTest Always
-
- ZTest [unity_GUIZTestMode]
- 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_ALPHACLIP
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- };
-
- fixed4 _Color;
- float4 _ClipRect;
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- // fixed _RPath, _GPath, _BPath;
- fixed _Contrast, _Saturation, _Brightness;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- #ifdef UNITY_HALF_TEXEL_OFFSET
- OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1) * OUT.vertex.w;
- #endif
- OUT.color = IN.color * _Color;
- return OUT;
- }
-
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.texcoord);
- //brigtness亮度
- fixed3 finalColor = col * _Brightness;
- //saturation调整饱和度
- fixed gray = 0.2125 * col.r + 0.7154 * col.g + 0.0721 * col.b;
- fixed3 grayColor = fixed3(gray, gray, gray);
- finalColor = lerp(grayColor, finalColor, _Saturation);
- //contrast调整对比度
- fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
- finalColor = lerp(avgColor, finalColor, _Contrast);
-
- return fixed4(finalColor, col.a);
- }
- ENDCG
- }
- }
- }
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