// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "zhanyou/ImageGray" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Mask("Base (RGB)", 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 a2v { fixed2 uv : TEXCOORD0; half4 vertex : POSITION; float4 color : COLOR; }; fixed4 _Color; struct v2f { fixed2 uv : TEXCOORD0; half4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; sampler2D _Mask; v2f vert(a2v i) { v2f o; o.vertex = UnityObjectToClipPos(i.vertex); o.uv = i.uv; o.color = i.color * _Color; return o; } fixed4 frag(v2f i) : COLOR { half4 color = tex2D(_MainTex, i.uv) * i.color; half4 mask = tex2D(_Mask, i.uv); half gray = (color.r * 30 + color.g * 59 + color.b * 11) / 100; color.r = gray; color.g = gray; color.b = gray; color.a *= mask.a; return color; } ENDCG } } }