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3 years ago
// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Fast Vignette"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Params ("Center (XY) Sharpness (Z) Darkness (W)", Vector) = (0.5, 0.5, 0.1, 0.3)
_Color ("Vignette Color (RGB)", Color) = (0, 0, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half4 _Params;
half3 _Color;
half4 frag(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half d = distance(i.uv, _Params.xy);
half multiplier = smoothstep(0.8, _Params.z * 0.799, d * (_Params.w + _Params.z));
color.rgb *= multiplier;
return color;
}
half4 frag_desat(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half d = distance(i.uv, _Params.xy);
half multiplier = smoothstep(0.8, _Params.z * 0.799, d * (_Params.w + _Params.z));
color.rgb *= multiplier;
half lum = luminance(color.rgb);
half4 grayscale = half4(lum, lum, lum, color.a);
return lerp(grayscale, color, multiplier);
}
half4 frag_rgb(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half d = distance(i.uv, _Params.xy);
half multiplier = smoothstep(0.8, _Params.z * 0.799, d * (_Params.w + _Params.z));
half3 c = lerp(_Color, color.rgb, multiplier);
return half4(c, color.a);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Classic
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Desaturate
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_desat
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (2) Colored
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_rgb
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}