参考:NGUI Sprite效果变灰(按钮禁用状态)的解决方案
非ScrollView下使用
shader就是在片段阶段时通过float grey = dot(col.rgb, float3(0.299, 0.587, 0.114)); 这句语句来实现灰化的,就是将顶点的像素与一个值进行点乘,来影响每个顶点的像素来呈现出整体灰化的效果。
NGUI里的置灰代码
Shader "Unlit/Transparent Colored Gray"
{
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
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
v2f o;
v2f vert (appdata_t v)
{
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
fixed4 frag (v2f IN) : COLOR
{
fixed4 col = tex2D(_MainTex, IN.texcoord);
fixed grey = dot(col.rgb, fixed3(0.222, 0.707, 0.071)); //0.299, 0.587, 0.114
col.rgb = fixed3(grey, grey, grey);
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
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
这个shader里面核心代码只有一句 col.rgb = dot(col.rgb, fixed3(.222,.707,.071));
要给单独的UISprite更换材质,才不会影响通图集中的其他图片。
新建XLSprite类继承自UISprite
using UnityEngine;
using System.Collections;
using System;
public class XLSprite : UISprite
{
protected UIPanel panelObj = null;
protected Material GrayMaterial;
/// <summary>
/// ngui对Sprite进行渲染时候调用
/// </summary>
/// <value>The material.</value>
public override Material material
{
get
{
Material mat = base.material;
if (mat == null)
{
mat = (atlas != null) ? atlas.spriteMaterial : null;
}
if (GrayMaterial != null)
{
return GrayMaterial;
}
else
{
return mat;
}
}
}
/// <summary>
/// 调用此方法可将Sprite变灰
/// </summary>
/// <value>The material.</value>
public void SetGray()
{
Material mat = new Material(Shader.Find("Unlit/Transparent Colored Gray"));
mat.mainTexture = material.mainTexture;
GrayMaterial = mat;
RefreshPanel(gameObject);
}
/// <summary>
/// 隐藏按钮,setActive能不用尽量少用,效率问题。
/// </summary>
/// <value>The material.</value>
public void SetVisible(bool isVisible)
{
if (isVisible)
{
transform.localScale = new Vector3(1, 1, 1);
}
else
{
transform.localScale = new Vector3(0, 0, 0);
}
}
/// <summary>
/// 将按钮置为禁止点击状态,false为禁用状态
/// </summary>
/// <value>The material.</value>
public void SetEnabled(bool isEnabled)
{
if (isEnabled)
{
BoxCollider lisener = gameObject.GetComponent<BoxCollider>();
if (lisener)
{
lisener.enabled = true;
}
SetNormal();
}
else
{
BoxCollider lisener = gameObject.GetComponent<BoxCollider>();
if (lisener)
{
lisener.enabled = false;
}
SetGray();
}
}
/// <summary>
/// 将GrayMaterial置为null,此时会调用默认材质,刷新panel才会重绘Sprite
/// </summary>
/// <value>The material.</value>
public void SetNormal()
{
GrayMaterial = null;
RefreshPanel(gameObject);
}
///刷新panel,重绘Sprite
void RefreshPanel(GameObject go)
{
if (panelObj == null)
{
panelObj = NGUITools.FindInParents<UIPanel>(go);
}
if (panelObj != null)
{
panelObj.enabled = false;
panelObj.enabled = true;
}
}
}
用这个XLSprite替换原来的Sprite即可
代码有注释很简单,调用对应的方法就能对sprite进行操作了