Shader "Custom/Luminance"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//材质上加个复选框
[Toggle(UNITY_UI_LUMINANCE)]
_Luminance ("Luminance", Float) = 0
//支持 UGUI ScrollRect 遮罩
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
//END
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane" }
LOD 100
//支持 UGUI ScrollRect 遮罩
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
//END
//Alpha混合
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma target 3.0 //DX9 着色器模型 3.0
#pragma vertex vert
#pragma fragment frag
//生成多版本shader
#pragma multi_compile __ UNITY_UI_LUMINANCE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Luminance;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
#ifdef UNITY_UI_LUMINANCE
col.rgb = Luminance(col.rgb);
#endif
return col;
}
ENDCG
}
}
}