Shader笔记——9.简单灰色效果+遮罩

简单的图片灰色效果+Mask遮罩处理

Shader "Custom/ImgGrayEffect"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_Color("Tint", Color) = (1,1,1,1)
		//MASK SUPPORT ADD
		_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
		//MASK SUPPORT END
    }
    SubShader
    {
		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"
		}

		//MASK SUPPORT ADD
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp] 
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
        ColorMask [_ColorMask]
        //MASK SUPPORT END

		Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
            };

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color : COLOR;
				half2 texcoord  : TEXCOORD0;
			};

			sampler2D _MainTex;

			fixed4 _Color;

			v2f vert(appdata IN)
			{
				v2f OUT;
				OUT.vertex = UnityObjectToClipPos(IN.vertex);
				OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET     
				OUT.vertex.xy -= (_ScreenParams.zw - 1.0);
#endif     
				OUT.color = IN.color * _Color;
				return OUT;
			}

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
				float grey = dot(color.rgb, fixed3(0.299, 0.587, 0.114));
				return half4(grey,grey,grey,color.a);
			}
            ENDCG
        }
    }
}


上一篇:【CVX】Lp norm approximation


下一篇:走进量子计算的大门——使用量桨PaddleQuantum创建单量子比特门