源战役客户端
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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "UI/Gray" {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. _Color ("Tint", Color) = (1,1,1,1)
  7. }
  8. SubShader
  9. {
  10. Tags
  11. {
  12. "Queue"="Transparent"
  13. "IgnoreProjector"="True"
  14. "RenderType"="Transparent"
  15. "PreviewType"="Plane"
  16. "CanUseSpriteAtlas"="True"
  17. }
  18. // 源rgba*源a + 背景rgba*(1-源A值)
  19. Blend SrcAlpha OneMinusSrcAlpha
  20. Pass
  21. {
  22. CGPROGRAM
  23. #pragma vertex vert
  24. #pragma fragment frag
  25. #include "UnityCG.cginc"
  26. struct appdata_t
  27. {
  28. float4 vertex : POSITION;
  29. float4 color : COLOR;
  30. float2 texcoord : TEXCOORD0;
  31. };
  32. struct v2f
  33. {
  34. float4 vertex : SV_POSITION;
  35. fixed4 color : COLOR;
  36. half2 texcoord : TEXCOORD0;
  37. };
  38. sampler2D _MainTex;
  39. fixed4 _Color;
  40. v2f vert(appdata_t IN)
  41. {
  42. v2f OUT;
  43. OUT.vertex = UnityObjectToClipPos(IN.vertex);
  44. OUT.texcoord = IN.texcoord;
  45. #ifdef UNITY_HALF_TEXEL_OFFSET
  46. OUT.vertex.xy -= (_ScreenParams.zw-1.0);
  47. #endif
  48. OUT.color = IN.color * _Color;
  49. return OUT;
  50. }
  51. fixed4 frag(v2f IN) : SV_Target
  52. {
  53. half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
  54. float grey = dot(color.rgb, fixed3(0.22, 0.707, 0.071));
  55. return half4(grey,grey,grey,color.a);
  56. }
  57. ENDCG
  58. }
  59. }
  60. }