Environment: Unity 4.6.0p1 UGUI
Raw image:
Within mask:
And I have wrote a grayscale shader:
Shader "UI/GrayColor"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_GrayScale ("GrayScale", Range(0,1)) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
return OUT;
}
sampler2D _MainTex;
fixed _GrayScale;
fixed4 frag(v2f IN) : SV_Target
{
half4 c = tex2D(_MainTex, IN.texcoord);
fixed grayscale = Luminance(c.rgb);
c.rgb = grayscale.xxx * _GrayScale;
return c;
}
ENDCG
}
}
}
Make a grayscale material for Image:
Although grayscale image came out, but mask is broken. How can I fix this bug? Thank you.