lcy
2025-01-02 c867ea92cce28ea0ceb312ef8e2f8e7e0888b1d6
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
Shader "Unlit/Gray"
{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
        _Grey ("Grey Value", Float) = 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
    {
        LOD 100
 
        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"
 
    
            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                fixed4 color : COLOR;
            };
    
            struct v2f
            {
                float4 vertex : SV_POSITION;
                half2 texcoord : TEXCOORD0;
                fixed4 color : COLOR;
                fixed4 gray :TEXCOORD1;
            };
    
            sampler2D _MainTex;
            float4 _MainTex_ST;
                
            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.texcoord = v.texcoord;
                o.color = v.color;
                o.gray = dot(v.color,fixed4(1,1,1,0));
                return o;
            }
                
            fixed4 frag (v2f i) : COLOR
            {
                fixed4 col = tex2D(_MainTex, i.texcoord);
                col.rgb = dot(col.rgb,fixed3(.222,.707,.071));
                return col;
            }
            ENDCG
        }
    }
}