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.cs脚本挂载到MainCamera
using System.Collections;using System.Collections.Generic;using UnityEngine;[ExecuteInEditMode]public class TestImage : MonoBehaviour { #region public Shader curShader; private float grayScaleAmount = 1.0f; private Material curMaterial; #endregion #region Properties Material material { get{ if (curMaterial == null) { curMaterial = new Material(curShader); curMaterial.hideFlags = HideFlags.HideAndDontSave; } return curMaterial; } } #endregion // Use this for initialization void Start () { if (!SystemInfo.supportsImageEffects) { enabled = false; return; } if (!curShader && !curShader.isSupported) { enabled = false; } } // // Update is called once per frame // void Update () { // grayScaleAmount = Mathf.Clamp(grayScaleAmount, 0.0f, 1.0f); //} private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (curShader != null) { material.SetFloat("_LuminosityAmount",grayScaleAmount); Graphics.Blit(source,destination,material); } else { Graphics.Blit(source,destination); } } private void OnDisable() { if (curMaterial) { DestroyImmediate(curMaterial); } }}
.shader脚本附加到上面的属性中
Shader "Hidden/NewImageEffectShader"{ Properties { _MainTex ("Texture", 2D) = "white" {} _LuminosityAmount("GrayScale Amount",Range(0.0,1)) = 1.0 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; fixed _LuminosityAmount; fixed4 frag (v2f_img i) : COLOR { fixed4 renderTex = tex2D(_MainTex,i.uv); float luminosity = 0.299 * renderTex.r + 0.587 * renderTex.g + 0.114 * renderTex.b; fixed4 finalColor = lerp(renderTex,luminosity,_LuminosityAmount); return finalColor; } ENDCG } }}
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