76 lines
1.2 KiB
Plaintext
76 lines
1.2 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Zhanyou/CameraBlack"
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{
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Properties
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{
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_MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Alpha Color Key", Color) = (0,0,0,1)
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_IsGray("IsGray", Range(100, 200.0)) = 100
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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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"RenderType" = "Opaque"
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"Queue" = "Transparent+1"
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}
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Pass
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{
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _MainTex;
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float4 _Color;
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int _IsGray;
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struct Vertex
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{
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float4 vertex : POSITION;
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float2 uv_MainTex : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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};
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struct Fragment
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{
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float4 vertex : POSITION;
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float2 uv_MainTex : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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};
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Fragment vert(Vertex v)
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{
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Fragment o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv_MainTex = v.uv_MainTex;
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o.uv2 = v.uv2;
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return o;
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}
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float4 frag(Fragment IN) : COLOR
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{
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half4 c = tex2D(_MainTex, IN.uv_MainTex);
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if (_IsGray > 0)
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{
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half gray = (c.r * 30 + c.g * 59 + c.b * 11) / _IsGray;
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c.r = gray;
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c.g = gray;
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c.b = gray;
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}
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return c;
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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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