Shader "Custom/GrayscaleMasked" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } // UI使用Transparent队列更稳 LOD 100 Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { Stencil { Ref 1 Comp Equal Pass Keep } CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _MainTex; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); float gray = dot(col.rgb, float3(0.299, 0.587, 0.114)); return fixed4(gray, gray, gray, col.a); } ENDCG } } }