TH1/Unity/Assets/Shaders/GrayScaleShader.shader
2025-07-17 18:26:28 +08:00

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Shader "Custom/GrayScale"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {} // 纹理贴图
_GrayAmount ("Gray Amount", Range(0, 1)) = 1 // 置灰强度
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off // 允许渲染翻转的面,防止 scale.x = -1 被剔除
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _GrayAmount;
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);
// 仅对 alpha > 0.95 的像素进行置灰
if (col.a > 0.95)
{
float gray = dot(col.rgb, float3(0.299, 0.587, 0.114));
col.rgb = lerp(col.rgb, gray, _GrayAmount);
}
return col;
}
ENDCG
}
}
}