Hi, I have this shader:
Shader "Sprites-GrayScale"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_GrayscaleAmount ("Grayscale Amount", Range (0, 1)) = 1.0
// _StencilComp ("Stencil Comparison", Float) = 8
// _Stencil ("Stencil ID", Float) = 0
// _StencilOp ("Stencil Operation", Float) = 0
// _StencilWriteMask ("Stencil Write Mask", Float) = 255
// _StencilReadMask ("Stencil Read Mask", Float) = 255
// _ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
// Stencil
// {
// Ref[_Stencil]
// Comp[_StencilComp]
// Pass[_StencilOp]
// ReadMask[_StencilReadMask]
// WriteMask[_StencilWriteMask]
// }
// ColorMask[_ColorMask]
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 _GrayscaleAmount;
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)), _GrayscaleAmount);
texcol = texcol * IN.color;
return texcol;
}
ENDCG
}
}
Fallback "Sprites/Default"
}
When I’m using it in a material, it works fine, but an error “Material doesn’t have a Stencil property” appears. I know that you need to use this Stencil property when you are using the shader in UI, but I tried everything I found and when I added some Stencil lines that are commented, the error disappeared, but the greyscale didn’t work. How do I fix this to both get rid of the error and make the greyscale work?
For some reason, everything related to stencil masking is commented out in your shader.
– Mucoprotein