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3 years ago
// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Dithering"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Pattern ("Dithering Pattern (A)", 2D) = "white" {}
_Params ("Luminance (RGB) Amount (A)", Vector) = (0.30, 0.59, 0.11, 1.0)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
sampler2D _Pattern;
half4 _Params;
half4 frag(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
return lerp(color, step(dither, color), _Params.w);
}
half4 frag_linear(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
return lerp(color, step(dither, color), _Params.w);
}
half4 frag_bw(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half lum = dot(color.rgb, _Params.xyz);
half4 grey = half4(lum.xxx, color.a);
half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
return lerp(color, step(dither, grey), _Params.w);
}
half4 frag_linear_bw(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half lum = dot(color.rgb, _Params.xyz);
half4 grey = half4(lum.xxx, color.a);
half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
return lerp(color, step(dither, grey), _Params.w);
}
half4 frag_orig(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
return lerp(color, color + step(dither, color), _Params.w);
}
half4 frag_linear_orig(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
return lerp(color, color + step(dither, color), _Params.w);
}
half4 frag_bw_orig(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half lum = dot(color.rgb, _Params.xyz);
half4 grey = half4(lum.xxx, color.a);
half4 dither = pow(tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa, 0.454545);
return lerp(color, grey + step(dither, grey), _Params.w);
}
half4 frag_linear_bw_orig(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half lum = dot(color.rgb, _Params.xyz);
half4 grey = half4(lum.xxx, color.a);
half4 dither = tex2D(_Pattern, (i.uv * _ScreenParams.xy) / 8.0).aaaa;
return lerp(color, grey + step(dither, grey), _Params.w);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Gamma
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Linear
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_linear
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (2) Gamma B&W
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_bw
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (3) Linear B&W
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_linear_bw
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (4) Gamma + original
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_orig
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (5) Linear + original
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_linear_orig
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (6) Gamma B&W + original
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_bw_orig
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (7) Linear B&W + original
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_linear_bw_orig
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}