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