一、修改Unlit - Transparent Colored.shader
Shader "Unlit/Transparent Colored" { Properties { _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Cull Off Lighting Off ZWrite Off Fog { Mode Off } Offset -1, -1 Blend SrcAlpha OneMinusSrcAlpha Pass { 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; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; return o; } //修改此函数 fixed4 frag (v2f i) : COLOR { fixed4 col = tex2D(_MainTex, i.texcoord); fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114)); fixed4 col_grey = fixed4(grey, grey, grey, col.a); fixed g = step(i.color.r + i.color.g + i.color.b, 0.001); col = col * i.color * g + col_grey * (1 - g); return col; } ENDCG } } }
运行效果