[Shader]NGUI与灰化

Posted kakashi8841

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1、灰化的需求

很多時候,我们做游戏会遇到一种情况。比如一个技能图标,可以点的时候是正常的颜色,不能点的时候是灰色的。又比如一个功能,开放的时候是正常颜色,没开放的时候是灰色的。更常见的就是,比如你的QQ好友,不在线头像也会变成灰色的。

那么,上述种种情况就出现了一种需求,把一个图片变成灰色的。


2、说说灰化与灰度

首先,你不能说让美术出两套图,一套彩色一套灰色的吧。这样会增加资源占用。

那么我们只能想办法通过程序来处理。

那么我们要先搞清楚,灰色的图片是怎样的。

(彩色)

(灰化后)

看到“战队升级”那几个字和他们的背景,就是灰色的啦。

那怎样把一张图片变成灰色的,首先,颜色由RGB组成(你想说由CMYK、HSB、甚至索引色,我不会跟你争这个,毕竟,我是个有素养的人),我们看到的所谓灰色。就是R、G、B这三个值都一样。也就是说,我们要把图片原RGB值计算成一个新的RGB,这个新的颜色他的R=G=B。


那好,那RGB怎么计算成一个灰度值呢?

这里涉及到一个灰化的公式,这公式是一个经验公式,也就是说,这个公式是不固定的。只要你算出来之后,效果是灰色的,那就可以了。

比如,最简单的,你可以用公式:

k = (r + g + b) / 3

这样是对RGB取平均值。

还有个心理学公式:

k = r*.222 + g*.707 + b*.071;

这个公式是什么意思呢?大家可以发现,0.222+0.707+0.071 = 1

其实这个公式的意思就是觉得RGB所占比重不同,比如R占0.222。那么他把RGB值分别乘以对应的比重,就得到一个新的值。而公式1,其实也就认为RGB所占比重是一样的。

这些公式最后得到的都是灰色图片(因为你R=G=B=k),只不过看起来视觉效果不同。你也可以自己试试其他的比重。


3、NGUI灰化实践

说那么多,不如动手来撸几行代码。

思路就是修改NGUI的Transparent Colored这个shader。我们通过丢失一个颜色来处理。把(0,0,0)作为启用灰度的开关。

Transparent Colored代码如下:

Shader "Unlit/Transparent Colored"

	Properties
	
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" 
	
	
	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;
				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 100

		Tags
		
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		
		
		Pass
		
			Cull Off
			Lighting Off
			ZWrite Off
			Fog  Mode Off 
			Offset -1, -1
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			
				Combine Texture * Primary
			
		
	

我们在vert中计算设置的颜色(下面那个图为设置的地方)是否全为0

如果全为0,则在frag中应用灰化公式。

就这样完成了修改了。


4、支持softclip

为了对softclip起做用,请一起修改

Transparent Colored 1.shader、Transparent Colored 2.shader、Transparent Colored 3.shader为如下代码:

网上可能很多文章没说到上面3个shader的修改,导致很多开发者在softclip中使用灰化的时候不起效果。

Shader "HIDDEN/Unlit/Transparent Colored 1"

	Properties
	
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" 
	

	SubShader
	
		LOD 200

		Tags
		
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		
		
		Pass
		
			Cull Off
			Lighting Off
			ZWrite Off
			Offset -1, -1
			Fog  Mode Off 
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#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 factor
				float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;
			
				// Sample the texture
				half4 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 100

		Tags
		
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		
		
		Pass
		
			Cull Off
			Lighting Off
			ZWrite Off
			Fog  Mode Off 
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			
				Combine Texture * Primary
			
		
	


Shader "HIDDEN/Unlit/Transparent Colored 2"

	Properties
	
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" 
	

	SubShader
	
		LOD 200

		Tags
		
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		
		
		Pass
		
			Cull Off
			Lighting Off
			ZWrite Off
			Offset -1, -1
			Fog  Mode Off 
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#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 region
				float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
				float f = min(factor.x, factor.y);

				// Second clip region
				factor = (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 100

		Tags
		
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		
		
		Pass
		
			Cull Off
			Lighting Off
			ZWrite Off
			Fog  Mode Off 
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			
				Combine Texture * Primary
			
		
	

Shader "HIDDEN/Unlit/Transparent Colored 3"

	Properties
	
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" 
	

	SubShader
	
		LOD 200

		Tags
		
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		
		
		Pass
		
			Cull Off
			Lighting Off
			ZWrite Off
			Offset -1, -1
			Fog  Mode Off 
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#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 region
				float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
				float f = min(factor.x, factor.y);

				// Second clip region
				factor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;
				f = min(f, min(factor.x, factor.y));

				// Third clip region
				factor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;
				f = min(f, min(factor.x, factor.y));

				// Sample the texture
				half4 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 100

		Tags
		
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		
		
		Pass
		
			Cull Off
			Lighting Off
			ZWrite Off
			Fog  Mode Off 
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			
				Combine Texture * Primary
			
		
	


好,改完了。测试工程稍后上传。


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