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 } } }