更新:这已在Unity 5.3中修复
我为精灵写了一个色度着色器。它基于Unity的buildin着色器 Sprites-Diffuse 着色器,您可以下载here
我添加了一个纹理来映射第二种颜色和颜色属性。
着色器在Windows / Android设备上运行良好。但在IOS上,色度图似乎有一个偏移量。
我很欣赏每一个提示。
_Color = Black
_ChromaColor = Orange
Shader "Sprites/Chroma"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_ChromaTex ("Chroma Map", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_ChromaColor ("ChromaColor", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ 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;
fixed4 _ChromaColor;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _ChromaTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
fixed chroma = tex2D (_ChromaTex, (IN.texcoord)).a;
c.rgb = lerp(c.rgb,_ChromaColor.rgb,chroma);
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}