[Shader]NGUI與灰化,shaderngui灰化
1、灰化的需求
很多時候,我們做遊戲會遇到一種情況。比如一個技能表徵圖,可以點的時候是正常的顏色,不能點的時候是灰色的。又比如一個功能,開放的時候是正常顏色,沒開放的時候是灰色的。更常見的就是,比如你的QQ好友,不線上頭像也會變成灰色的。
那麼,上述種種情況就出現了一種需求,把一個圖片變成灰色的。
2、說說灰化與灰階
首先,你不能說讓美術出兩套圖,一套彩色一套灰色的吧。這樣會增加資源佔用。
那麼我們只能想辦法通過程式來處理。
那麼我們要先搞清楚,灰色的圖片是怎樣的。
(彩色)
(灰化後)
看到“戰隊升級”那幾個字和他們的背景,就是灰色的啦。
那怎樣把一張圖片變成灰色的,首先,顏色由RGB組成(你想說由CMYK、HSB、甚至索引色,我不會跟你爭這個,畢竟,我是個有素養的人),我們看到的所謂灰色。就是R、G、B這三個值都一樣。也就是說,我們要把圖片原RGB值計算成一個新的RGB,這個新的顏色他的R=G=B。
那好,那RGB怎麼計算成一個灰階值呢?
這裡涉及到一個灰化的公式,這公式是一個經驗公式,也就是說,這個公式是不固定的。只要你算出來之後,效果是灰色的,那就可以了。
比如,最簡單的,你可以用公式:
k = (r + g + b) / 3
這樣是對RGB取平均值。
還有個心理學公式:
k = r*.222 + g*.707 + b*.071;
這個公式是什麼意思呢?大家可以發現,0.222+0.707+0.071 = 1
其實這個公式的意思就是覺得RGB所佔比重不同,比如R佔0.222。那麼他把RGB值分別乘以對應的比重,就得到一個新的值。而公式1,其實也就認為RGB所佔比重是一樣的。
這些公式最後得到的都是灰色圖片(因為你R=G=B=k),只不過看起來視覺效果不同。你也可以自己試試其他的比重。
3、NGUI灰化實踐
說那麼多,不如動手來擼幾行代碼。
思路就是修改NGUI的Transparent Colored這個shader。我們通過丟失一個顏色來處理。把(0,0,0)作為啟用灰階的開關。
Transparent Colored代碼如下:
Shader "Unlit/Transparent Colored"{Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Cull OffLighting OffZWrite OffFog { Mode Off }Offset -1, -1Blend SrcAlpha OneMinusSrcAlphaPass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata_t{float4 vertex : POSITION;float2 texcoord : TEXCOORD0;fixed4 color : COLOR;};struct v2f{float4 vertex : SV_POSITION;half2 texcoord : TEXCOORD0;fixed4 color : COLOR;fixed gray : TEXCOORD1; };sampler2D _MainTex;float4 _MainTex_ST;v2f vert (appdata_t v){v2f o;o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);o.texcoord = v.texcoord;o.color = v.color;o.gray = dot(v.color, fixed4(1,1,1,0));return o;}fixed4 frag (v2f i) : COLOR{ fixed4 col;col = tex2D(_MainTex, i.texcoord);if(i.gray == 0){float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));col.rgb = float3(grey, grey, grey);}else{ col = col * i.color;}return col;}ENDCG}}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffFog { Mode Off }Offset -1, -1ColorMask RGBAlphaTest Greater .01Blend SrcAlpha OneMinusSrcAlphaColorMaterial AmbientAndDiffuseSetTexture [_MainTex]{Combine Texture * Primary}}}}
我們在vert中計算設定的顏色(下面那個圖為設定的地方)是否全為0
如果全為0,則在frag中應用灰化公式。
就這樣完成了修改了。
4、支援softclip
為了對softclip起做用,請一起修改
Transparent Colored 1.shader、Transparent Colored 2.shader、Transparent Colored 3.shader為如下代碼:
網上可能很多文章沒說到上面3個shader的修改,導致很多開發人員在softclip中使用灰化的時候不起效果。
Shader "HIDDEN/Unlit/Transparent Colored 1"{Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}}SubShader{LOD 200Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffOffset -1, -1Fog { Mode Off }ColorMask RGBAlphaTest Greater .01Blend SrcAlpha OneMinusSrcAlphaCGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"sampler2D _MainTex;float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);float2 _ClipArgs0 = float2(1000.0, 1000.0);struct appdata_t{float4 vertex : POSITION;half4 color : COLOR;float2 texcoord : TEXCOORD0;};struct v2f{float4 vertex : POSITION;half4 color : COLOR;float2 texcoord : TEXCOORD0;float2 worldPos : TEXCOORD1;};v2f vert (appdata_t v){v2f o;o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);o.color = v.color;o.texcoord = v.texcoord;o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;return o;}half4 frag (v2f IN) : COLOR{// Softness factorfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;// Sample the texturehalf4 col = tex2D(_MainTex, IN.texcoord);if (dot(IN.color, fixed4(1,1,1,0)) == 0){ col = tex2D(_MainTex, IN.texcoord); col.rgb = dot(col.rgb, fixed3(.222,.707,.071));}else{ col = col * IN.color;} col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);return col;}ENDCG}}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffFog { Mode Off }ColorMask RGBAlphaTest Greater .01Blend SrcAlpha OneMinusSrcAlphaColorMaterial AmbientAndDiffuseSetTexture [_MainTex]{Combine Texture * Primary}}}}
Shader "HIDDEN/Unlit/Transparent Colored 2"{Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}}SubShader{LOD 200Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffOffset -1, -1Fog { Mode Off }ColorMask RGBAlphaTest Greater .01Blend SrcAlpha OneMinusSrcAlphaCGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"sampler2D _MainTex;float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);struct appdata_t{float4 vertex : POSITION;half4 color : COLOR;float2 texcoord : TEXCOORD0;};struct v2f{float4 vertex : POSITION;half4 color : COLOR;float2 texcoord : TEXCOORD0;float4 worldPos : TEXCOORD1;};float2 Rotate (float2 v, float2 rot){float2 ret;ret.x = v.x * rot.y - v.y * rot.x;ret.y = v.x * rot.x + v.y * rot.y;return ret;}v2f vert (appdata_t v){v2f o;o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);o.color = v.color;o.texcoord = v.texcoord;o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;return o;}half4 frag (v2f IN) : COLOR{// First clip regionfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;float f = min(factor.x, factor.y);// Second clip regionfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;f = min(f, min(factor.x, factor.y));half4 col;col = tex2D(_MainTex, IN.texcoord);if (dot(IN.color, fixed4(1,1,1,0)) == 0){ col.rgb = dot(col.rgb, fixed3(.222,.707,.071));}else{ col = col * IN.color;}col.a *= clamp(f, 0.0, 1.0);return col;}ENDCG}}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffFog { Mode Off }ColorMask RGBAlphaTest Greater .01Blend SrcAlpha OneMinusSrcAlphaColorMaterial AmbientAndDiffuseSetTexture [_MainTex]{Combine Texture * Primary}}}}
Shader "HIDDEN/Unlit/Transparent Colored 3"{Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}}SubShader{LOD 200Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffOffset -1, -1Fog { Mode Off }ColorMask RGBAlphaTest Greater .01Blend SrcAlpha OneMinusSrcAlphaCGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"sampler2D _MainTex;float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);float4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);float4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);struct appdata_t{float4 vertex : POSITION;half4 color : COLOR;float2 texcoord : TEXCOORD0;};struct v2f{float4 vertex : POSITION;half4 color : COLOR;float2 texcoord : TEXCOORD0;float4 worldPos : TEXCOORD1;float2 worldPos2 : TEXCOORD2;};float2 Rotate (float2 v, float2 rot){float2 ret;ret.x = v.x * rot.y - v.y * rot.x;ret.y = v.x * rot.x + v.y * rot.y;return ret;}v2f vert (appdata_t v){v2f o;o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);o.color = v.color;o.texcoord = v.texcoord;o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;o.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;return o;}half4 frag (v2f IN) : COLOR{// First clip regionfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;float f = min(factor.x, factor.y);// Second clip regionfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;f = min(f, min(factor.x, factor.y));// Third clip regionfactor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;f = min(f, min(factor.x, factor.y));// Sample the texturehalf4 col = tex2D(_MainTex, IN.texcoord);if (dot(IN.color, fixed4(1,1,1,0)) == 0){ col.rgb = dot(col.rgb, fixed3(.222,.707,.071));}else{ col = col * IN.color;}col.a *= clamp(f, 0.0, 1.0);return col;}ENDCG}}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent"}Pass{Cull OffLighting OffZWrite OffFog { Mode Off }ColorMask RGBAlphaTest Greater .01Blend SrcAlpha OneMinusSrcAlphaColorMaterial AmbientAndDiffuseSetTexture [_MainTex]{Combine Texture * Primary}}}}
好,改完了。測試工程稍後上傳。