lcy
2025-01-02 c867ea92cce28ea0ceb312ef8e2f8e7e0888b1d6
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
 
Shader "UI/Gray"
{
 
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)
 
        _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
 
        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
    }
 
        SubShader
        {
            Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType" = "Plane"
            "CanUseSpriteAtlas" = "True"
        }
 
        Stencil
        {
            Ref[_Stencil]
            Comp[_StencilComp]
            Pass[_StencilOp]
            ReadMask[_StencilReadMask]
            WriteMask[_StencilWriteMask]
        }
 
            Cull Off
            Lighting Off
            ZWrite Off
            ZTest[unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask[_ColorMask]
 
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
 
            #include "UnityCG.cginc"
            #include "UnityUI.cginc"
 
            #pragma multi_compile __ UNITY_UI_ALPHACLIP
 
        struct appdata_t
        {
            float4 vertex   : POSITION;
            float4 color    : COLOR;
            float2 texcoord : TEXCOORD0;
        };
 
        struct v2f
        {
            float4 vertex   : SV_POSITION;
            fixed4 color : COLOR;
            half2 texcoord  : TEXCOORD0;
            float4 worldPosition : TEXCOORD1;
        };
 
        fixed4 _Color;
        fixed4 _TextureSampleAdd;
        float4 _ClipRect;
 
        v2f vert(appdata_t IN)
        {
            v2f OUT;
            OUT.worldPosition = IN.vertex;
            OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
 
            OUT.texcoord = IN.texcoord;
 
            #ifdef UNITY_HALF_TEXEL_OFFSET
            OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
            #endif
 
            OUT.color = IN.color * _Color;
            return OUT;
        }
 
        sampler2D _MainTex;
 
        fixed4 frag(v2f IN) : SV_Target
        {
            half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
 
            //Add Start
            float grey = dot(color.rgb , float3(0.299, 0.587, 0.114));
            color.rgb = half3(grey, grey, grey);
            //Add End
 
            color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
 
            #ifdef UNITY_UI_ALPHACLIP
            clip(color.a - 0.001);
            #endif
 
            return color;
        }
            ENDCG
        }
    }
}