Hi All!
I updated my NGUI from 3.5.x to the latest 3.8.2
I use a gray scale shader found here on this forum:
Shader "Custom/GreyScale (AlphaClip)"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_AlphaTex ("MaskTexture", 2D) = "white" {}
}
SubShader
{
LOD 500
Tags{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AlphaTex;
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 = TRANSFORM_TEX(v.vertex.xy, _MainTex);
return o;
}
half4 frag (v2f IN) : COLOR
{
half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
half4 a2 = tex2D(_AlphaTex, IN.texcoord);
float2 factor = abs(IN.worldPos);
float val = 1.0 - max(factor.x, factor.y);
if (val < 0.0) col.a = 0.0;
if (a2.a < col.a) col.a = a2.a;
col.rgb = dot(col.rgb, float3(0.3, 0.3, 0.4));
return col;
}
ENDCG
}
}
}
But now it doesn't work anymore.
Anyone faced this problem too?
Any help will be highly appreciated!
Regards
Jefferson