-->

Shader "UI/TestSilhoutte2"
{
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
half2 uv : TEXCOORD0;
half4 color : COLOR;
float4 positionOS : POSITION;
};
struct Varyings
{
half2 uv : TEXCOORD0;
half4 color : COLOR;
float4 positionCS : SV_POSITION;
};
//uGUI Image > Source Imageにアタッチされた画像を参照する
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
//SRP Batcherを適用
CBUFFER_START(UnityPerMaterial)
//プロパティと紐づくShader内で使う変数の宣言
half _BlendRate;
CBUFFER_END
Varyings vert (Attributes input)
{
Varyings output;
output.uv = input.uv;
output.color = input.color;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 frag (Varyings input) : SV_Target
{
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
col *= input.color;
//元のImageのカラーと灰色を_BlendRateに応じてブレンド
half3 grayColor = half3(0.5, 0.5 , 0.5);
col.rgb = lerp(col.rgb, grayColor, _BlendRate);
return col;
}
ENDHLSL
}
}
}

[SerializeField] private Image star;
star.material.SetFloat("_BlendRate", 1);
DOTween.To(() => star.material.GetFloat("_BlendRate"), (val) =>
{
star.material.SetFloat("_BlendRate", val);
}, 0, 1f);