通过公式改变材质Color属性,实现黑白图片效果。
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_GrayImage ("ChangeGray",float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
half4 color : COLOR;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _GrayImage;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col;
if (_GrayImage == 1)
{
col = tex2D(_MainTex, i.texcoord);
float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));
col.rgb = float3(grey, grey, grey);
}
else
{
col = tex2D(_MainTex, i.texcoord) * i.color;
}
return col;
}
ENDCG
}
}
}