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  1. Shader "UI/Greyscale"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _Color("Tint", Color) = (1,1,1,1)
  7. _StencilComp("Stencil Comparison", Float) = 8
  8. _Stencil("Stencil ID", Float) = 0
  9. _StencilOp("Stencil Operation", Float) = 0
  10. _StencilWriteMask("Stencil Write Mask", Float) = 255
  11. _StencilReadMask("Stencil Read Mask", Float) = 255
  12. _EffectAmount("Effect Amount", Range(0, 1)) = 1.0
  13. _BrightnessAmount("Brightness Amount", Range(0.0, 3)) = 1.0
  14. _ColorMask("Color Mask", Float) = 15
  15. }
  16. SubShader
  17. {
  18. Tags
  19. {
  20. "Queue" = "Transparent"
  21. "IgnoreProjector" = "True"
  22. "RenderType" = "Transparent"
  23. "PreviewType" = "Plane"
  24. "CanUseSpriteAtlas" = "True"
  25. }
  26. Stencil
  27. {
  28. Ref[_Stencil]
  29. Comp[_StencilComp]
  30. Pass[_StencilOp]
  31. ReadMask[_StencilReadMask]
  32. WriteMask[_StencilWriteMask]
  33. }
  34. Cull Off
  35. Lighting Off
  36. ZWrite Off
  37. ZTest[unity_GUIZTestMode]
  38. Blend SrcAlpha OneMinusSrcAlpha
  39. ColorMask[_ColorMask]
  40. Pass
  41. {
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #include "UnityCG.cginc"
  46. #include "UnityUI.cginc"
  47. struct appdata_t
  48. {
  49. float4 vertex : POSITION;
  50. float4 color : COLOR;
  51. float2 texcoord : TEXCOORD0;
  52. };
  53. struct v2f
  54. {
  55. float4 vertex : SV_POSITION;
  56. fixed4 color : COLOR;
  57. half2 texcoord : TEXCOORD0;
  58. float4 worldPosition : TEXCOORD1;
  59. };
  60. fixed4 _Color;
  61. fixed4 _TextureSampleAdd;
  62. bool _UseClipRect;
  63. float4 _ClipRect;
  64. bool _UseAlphaClip;
  65. uniform float _EffectAmount;
  66. uniform float _BrightnessAmount;
  67. v2f vert(appdata_t IN)
  68. {
  69. v2f OUT;
  70. OUT.worldPosition = IN.vertex;
  71. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  72. OUT.texcoord = IN.texcoord;
  73. #ifdef UNITY_HALF_TEXEL_OFFSET
  74. OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1);
  75. #endif
  76. OUT.color = IN.color * _Color;
  77. return OUT;
  78. }
  79. sampler2D _MainTex;
  80. fixed4 frag(v2f IN) : SV_Target
  81. {
  82. half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  83. if (_UseClipRect)
  84. color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  85. if (_UseAlphaClip)
  86. clip(color.a - 0.001);
  87. float3 brtColor = color.rgb * _BrightnessAmount;
  88. color.rgb = lerp(brtColor, dot(brtColor, float3(0.3, 0.59, 0.11)), _EffectAmount);
  89. return color;
  90. }
  91. ENDCG
  92. }
  93. }
  94. FallBack "UI/Default"
  95. }