// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "GUI/ImageSmoothMask,Gray"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_GrayScale("GrayScale",Range(0,1)) = 1
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_Color("Tint", Color) = (1,1,1,1)
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask[_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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float2 _LeftBottom;
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float2 _RightTop;
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float2 _SmoothRect;
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float _GrayScale;
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float2 SelfUVCalculate(float2 vertex)
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{
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float length = abs((_LeftBottom - _RightTop).x);
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float height = abs((_LeftBottom - _RightTop).y);
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float2 pos = vertex - _LeftBottom;
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return float2(pos.x / length, pos.y / height);
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}
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float MaskCalculate(float a, float2 uv)
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{
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a *= uv.x < _SmoothRect.x ? smoothstep(0, 1, uv.x / _SmoothRect.x) : 1;
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a *= uv.x > (1 - _SmoothRect.x) ? smoothstep(0, 1, (1 - uv.x) / _SmoothRect.x) : 1;
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a *= uv.y > (1 - _SmoothRect.y) ? smoothstep(0, 1, (1 - uv.y) / _SmoothRect.y) : 1;
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a *= uv.y < _SmoothRect.y ? smoothstep(0, 1, uv.y / _SmoothRect.y) : 1;
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return a;
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}
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 texcoord1: TEXCOORD1;
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};
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fixed4 _Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.texcoord1 = IN.vertex;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
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#endif
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
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color.a = MaskCalculate(color.a, SelfUVCalculate(IN.texcoord1));
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half grayscale = (color.r + color.g + color.b) * 0.333;
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color.rgb = lerp(color.rgb,grayscale.xxx,_GrayScale);
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//color.rgb = grayscale.xxx;
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clip(color.a - 0.01);
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return color;
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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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