VR模拟枪支打靶,消灭鬼怪,换弹以及上弦等等硬核枪支操作。 使用HTCVive设备,开启SteamVR进行游玩。
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

209 lines
3.8 KiB

3 years ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// SSAO Pro - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/SSAO Pro V2"
{
Properties
{
_MainTex ("", 2D) = "white" {}
}
CGINCLUDE
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
#pragma target 3.0
#pragma glsl
#include "UnityCG.cginc"
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// --------------------------------------------------------------------------------
// Clear (white)
Pass // (0)
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct v_data
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v_data vert(appdata_img v)
{
v_data o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float4 frag(v_data i) : COLOR
{
return float4(1.0, 1.0, 1.0, 1.0);
}
ENDCG
}
// --------------------------------------------------------------------------------
// SSAO
Pass // (1)
{
CGPROGRAM
#pragma vertex vert_ssao
#pragma fragment frag_ssao
#pragma multi_compile SAMPLES_VERY_LOW SAMPLES_LOW SAMPLES_MEDIUM SAMPLES_HIGH SAMPLES_ULTRA
#pragma multi_compile HIGH_PRECISION_DEPTHMAP_ON HIGH_PRECISION_DEPTHMAP_OFF
//#define SAMPLE_NOISE
//#define LIGHTING_CONTRIBUTION
#include "SSAOPro.cginc"
ENDCG
}
Pass // (2)
{
CGPROGRAM
#pragma vertex vert_ssao
#pragma fragment frag_ssao
#pragma multi_compile SAMPLES_VERY_LOW SAMPLES_LOW SAMPLES_MEDIUM SAMPLES_HIGH SAMPLES_ULTRA
#pragma multi_compile HIGH_PRECISION_DEPTHMAP_ON HIGH_PRECISION_DEPTHMAP_OFF
#define SAMPLE_NOISE
//#define LIGHTING_CONTRIBUTION
#include "SSAOPro.cginc"
ENDCG
}
Pass // (3)
{
CGPROGRAM
#pragma vertex vert_ssao
#pragma fragment frag_ssao
#pragma multi_compile SAMPLES_VERY_LOW SAMPLES_LOW SAMPLES_MEDIUM SAMPLES_HIGH SAMPLES_ULTRA
#pragma multi_compile HIGH_PRECISION_DEPTHMAP_ON HIGH_PRECISION_DEPTHMAP_OFF
//#define SAMPLE_NOISE
#define LIGHTING_CONTRIBUTION
#include "SSAOPro.cginc"
ENDCG
}
Pass // (4)
{
CGPROGRAM
#pragma vertex vert_ssao
#pragma fragment frag_ssao
#pragma multi_compile SAMPLES_VERY_LOW SAMPLES_LOW SAMPLES_MEDIUM SAMPLES_HIGH SAMPLES_ULTRA
#pragma multi_compile HIGH_PRECISION_DEPTHMAP_ON HIGH_PRECISION_DEPTHMAP_OFF
#define SAMPLE_NOISE
#define LIGHTING_CONTRIBUTION
#include "SSAOPro.cginc"
ENDCG
}
// --------------------------------------------------------------------------------
// Gaussian Blur
Pass // (5)
{
CGPROGRAM
#pragma vertex vert_gaussian
#pragma fragment frag_gaussian
#include "SSAOPro.cginc"
ENDCG
}
// --------------------------------------------------------------------------------
// Bilateral Blur
Pass // (6)
{
CGPROGRAM
#pragma vertex vert_bilateral
#pragma fragment frag_bilateral
#pragma multi_compile HIGH_PRECISION_DEPTHMAP_ON HIGH_PRECISION_DEPTHMAP_OFF
#include "SSAOPro.cginc"
ENDCG
}
// --------------------------------------------------------------------------------
// High Quality Bilateral Blur
Pass // (7)
{
CGPROGRAM
#pragma vertex vert_hqbilateral
#pragma fragment frag_hqbilateral
#pragma multi_compile HIGH_PRECISION_DEPTHMAP_ON HIGH_PRECISION_DEPTHMAP_OFF
#include "SSAOPro.cginc"
ENDCG
}
// --------------------------------------------------------------------------------
// Composite
Pass // (8)
{
CGPROGRAM
#pragma vertex vert_composite
#pragma fragment frag_composite
#include "SSAOPro.cginc"
ENDCG
}
}
FallBack off
}