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118 行
3.0 KiB

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
}
}
}