我用一些代码制作/拼凑在一起的着色器有问题
最初我的计划是在运行时 着色器着色器禁用对象? 但这似乎是错误的做法,因为我现在理解着色器不能在运行时交换。
所以我希望能够纠正我拥有的着色器,这样我就可以从颜色渐变到灰度,但不会让模型的一部分消失。我真的不明白着色器...
我到目前为止的代码
Shader "Custom/GreyScaleToColour"
{
Properties
{
    [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    _Color("Tint", Color) = (1,1,1,1)
    [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
    [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
    [HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
    [PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
    [PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
    _EffectAmount("Effect Amount", Range(0, 1)) = 1.0
    _Brightness("Brightness", Range(0, 1.5)) = 0.5
}
    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType" = "Plane"
            "CanUseSpriteAtlas" = "True"
        }
        //Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha
        CGPROGRAM
        #pragma surface surf Lambert vertex:vert nofog nolightmap nodynlightmap keepalpha noinstancing
        #pragma multi_compile _ PIXELSNAP_ON
        #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
        #include "UnitySprites.cginc"
        struct Input
        {
            float2 uv_MainTex;
            fixed4 color;
        };
        void vert(inout appdata_full v, out Input o)
        {
            v.vertex.xy *= _Flip.xy;
            #if defined(PIXELSNAP_ON)
            v.vertex = UnityPixelSnap(v.vertex);
            #endif
            UNITY_INITIALIZE_OUTPUT(Input, o);
            o.color = v.color * _Color * _RendererColor;
        }
        uniform float _EffectAmount;
        uniform float _Brightness;
        void surf(Input IN, inout SurfaceOutput o)
        {
            fixed4 c = SampleSpriteTexture(IN.uv_MainTex) * IN.color;
            c.rgb = lerp(c.rgb, dot(c.rgb, float3(0.3, 0.59, 0.11)), _EffectAmount);
            //o.Albedo = c.rgb * c.a;
            o.Albedo = c.rgb * _Brightness;
            //o.Albedo = (c.r + c.g + c.b) / 3 * _Brightness;
            o.Alpha = c.a;
        }
        ENDCG
    }
        Fallback "Sprite/Diffuse"
}
模型的一部分消失了……
出现奇怪的伪影
它应该看起来如何
感谢娜塔莉


