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106 wiersze
2.5 KiB

  1. Shader "Sprites/Greyscale"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. }
  7. SubShader
  8. {
  9. Tags
  10. {
  11. "CanUseSpriteAtlas" = "true"
  12. "IGNOREPROJECTOR" = "true"
  13. "PreviewType" = "Plane"
  14. "QUEUE" = "Transparent"
  15. "RenderType" = "Transparent"
  16. }
  17. Pass // ind: 1, name:
  18. {
  19. Tags
  20. {
  21. "CanUseSpriteAtlas" = "true"
  22. "IGNOREPROJECTOR" = "true"
  23. "PreviewType" = "Plane"
  24. "QUEUE" = "Transparent"
  25. "RenderType" = "Transparent"
  26. }
  27. ZWrite Off
  28. Cull Off
  29. Fog
  30. {
  31. Mode Off
  32. }
  33. Blend SrcAlpha OneMinusSrcAlpha
  34. // m_ProgramMask = 6
  35. CGPROGRAM
  36. //#pragma target 4.0
  37. #pragma vertex vert
  38. #pragma fragment frag
  39. #include "UnityCG.cginc"
  40. #define CODE_BLOCK_VERTEX
  41. //uniform float4x4 unity_ObjectToWorld;
  42. //uniform float4x4 unity_MatrixVP;
  43. uniform sampler2D _MainTex;
  44. struct appdata_t
  45. {
  46. float4 vertex :POSITION;
  47. float4 texcoord :TEXCOORD0;
  48. };
  49. struct OUT_Data_Vert
  50. {
  51. float2 xlv_TEXCOORD0 :TEXCOORD0;
  52. float4 vertex :SV_POSITION;
  53. };
  54. struct v2f
  55. {
  56. float2 xlv_TEXCOORD0 :TEXCOORD0;
  57. };
  58. struct OUT_Data_Frag
  59. {
  60. float4 color :SV_Target0;
  61. };
  62. OUT_Data_Vert vert(appdata_t in_v)
  63. {
  64. OUT_Data_Vert out_v;
  65. float2 tmpvar_1;
  66. tmpvar_1 = in_v.texcoord.xy;
  67. float2 tmpvar_2;
  68. float4 tmpvar_3;
  69. tmpvar_3.w = 1;
  70. tmpvar_3.xyz = in_v.vertex.xyz;
  71. tmpvar_2 = tmpvar_1;
  72. out_v.vertex = mul(unity_MatrixVP, mul(unity_ObjectToWorld, tmpvar_3));
  73. out_v.xlv_TEXCOORD0 = tmpvar_2;
  74. return out_v;
  75. }
  76. #define CODE_BLOCK_FRAGMENT
  77. OUT_Data_Frag frag(v2f in_f)
  78. {
  79. OUT_Data_Frag out_f;
  80. float4 color_1;
  81. float4 tmpvar_2;
  82. tmpvar_2 = tex2D(_MainTex, in_f.xlv_TEXCOORD0);
  83. color_1.w = tmpvar_2.w;
  84. float _tmp_dvx_0 = (((tmpvar_2.x + tmpvar_2.y) + tmpvar_2.z) / 3);
  85. color_1.xyz = float3(_tmp_dvx_0, _tmp_dvx_0, _tmp_dvx_0);
  86. out_f.color = color_1;
  87. return out_f;
  88. }
  89. ENDCG
  90. } // end phase
  91. }
  92. FallBack Off
  93. }