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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
- Shader "UI/Gray" {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
- }
-
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- // 源rgba*源a + 背景rgba*(1-源A值)
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- fixed4 _Color;
-
- 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);
- #endif
- OUT.color = IN.color * _Color;
- return OUT;
- }
-
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
- float grey = dot(color.rgb, fixed3(0.22, 0.707, 0.071));
- return half4(grey,grey,grey,color.a);
- }
- ENDCG
- }
- }
- }
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