Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Draikz · Apr 11, 2019 at 09:00 PM · shadersspritesmasking

Image showing out of Mask when applying shader

Hello guys. I'm having a problem with a shader for UI images.

I'm using a scrolling view with a mask, and at some point, I want the images to be in a GreyScale (basically to show the player those units are still locked). I have no experience regarding shaders, so I google a GeryScale shader and implemented it. The problem is that, when I apply that GreyScale Shader to the UI images inside the scrolling view, they ignore the mask completely.

Any one with experience in shaders could give me some hints about what's happening?

alt text

Here the the current Shader I'm suing:

 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
 Shader "Sprites/GrayScale4"
 {
     Properties
     {
         [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
         _Color("Tint", Color) = (1,1,1,1)
         [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
         _EffectAmount("Effect Amount", Range(0, 1)) = 1.0
     }
 
         SubShader
         {
             Tags
             {
                 "Queue" = "Transparent"
                 "IgnoreProjector" = "True"
                 "RenderType" = "Transparent"
                 "PreviewType" = "Plane"
                 "CanUseSpriteAtlas" = "True"
             }
             
             Cull Off
             Lighting Off
             ZWrite Off
             Fog { Mode Off }
             Blend SrcAlpha OneMinusSrcAlpha
 
             Pass
             {
             CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 #pragma multi_compile DUMMY PIXELSNAP_ON
                 #include "UnityCG.cginc"
 
                 struct appdata_t
                 {
                     float4 vertex   : POSITION;
                     float4 color    : COLOR;
                     float2 texcoord : TEXCOORD0;
                 };
 
                 struct v2f
                 {
                     float4 vertex   : SV_POSITION;
                     fixed4 color : COLOR;
                     half2 texcoord  : TEXCOORD0;
                 };
 
                 fixed4 _Color;
 
                 v2f vert(appdata_t IN)
                 {
                     v2f OUT;
                     OUT.vertex = UnityObjectToClipPos(IN.vertex);
                     OUT.texcoord = IN.texcoord;
                     OUT.color = IN.color * _Color;
                     #ifdef PIXELSNAP_ON
                     OUT.vertex = UnityPixelSnap(OUT.vertex);
                     #endif
 
                     return OUT;
                 }
 
                 sampler2D _MainTex;
                 uniform float _EffectAmount;
 
                 fixed4 frag(v2f IN) : COLOR
                 {
                     half4 texcol = tex2D(_MainTex, IN.texcoord);
                     texcol.rgb = lerp(texcol.rgb, dot(texcol.rgb, float3(0.3, 0.59, 0.11)), _EffectAmount);
                     texcol = texcol * IN.color;
                     return texcol;
                 }
             ENDCG
             }
         }
             Fallback "Sprites/Default"
 }


Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

180 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Custom sprite shader with both greyscale and masking 2 Answers

Sprite mask and tiled sprite 1 Answer

Using Sprite As Mask For Shader 0 Answers

Need to make a fake 2D shadow mask shader 0 Answers

Anti-aliasing Sprite Shader Graph 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges