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3 years ago
// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Frost"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Scale ("Scale", Float) = 1.2
_Sharpness ("Sharpness", Range(0, 1.0)) = 0.4
_Darkness ("Darkness", Range(0, 2.0)) = 0.35
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half _Scale;
half _Sharpness;
half _Darkness;
half4 frag(v2f_img i) : SV_Target
{
half2 uv = i.uv;
half4 color = tex2D(_MainTex, uv);
float n = simpleNoise(uv);
float dx = -0.005 + mod(n, 0.008);
float dy = -0.006 + mod(n, 0.01);
half4 frosted = tex2D(_MainTex, uv + half2(dx, dy) * _Scale);
return frosted;
}
half4 frag_vignette(v2f_img i) : SV_Target
{
half2 uv = i.uv;
half4 color = tex2D(_MainTex, uv);
float n = simpleNoise(uv);
float dx = -0.005 + mod(n, 0.008);
float dy = -0.006 + mod(n, 0.01);
half4 frosted = tex2D(_MainTex, uv + half2(dx, dy) * _Scale);
half4 vignette = half4(1.0, 1.0, 1.0, 1.0);
half d = distance(i.uv, half2(0.5, 0.5));
vignette.rgb *= smoothstep(0.8, _Sharpness * 0.799, d * (_Darkness + _Sharpness));
return lerp(frosted, color, vignette);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma glsl
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_vignette
#pragma fragmentoption ARB_precision_hint_fastest
#pragma glsl
ENDCG
}
}
FallBack off
}