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。
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117 lines
2.3 KiB

3 years ago
Shader "CGwell FX/Dissolve" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_Amount ("Amount", Range (0, 1)) = 0.5
_StartAmount("StartAmount", float) = 0.1
_Illuminate ("Illuminate", Range (0, 1)) = 0.5
_Tile("Tile", float) = 1
_DissColor ("DissColor", Color) = (1,1,1,1)
_ColorAnimate ("ColorAnimate", vector) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_DissolveSrc ("DissolveSrc", 2D) = "white" {}
_DissolveSrcBump ("DissolveSrcBump", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
cull off
CGPROGRAM
#pragma target 3.0
#pragma surface surf BlinnPhong addshadow
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _DissolveSrc;
sampler2D _DissolveSrcBump;
fixed4 _Color;
half4 _DissColor;
half _Shininess;
half _Amount;
static half3 Color = float3(1,1,1);
half4 _ColorAnimate;
half _Illuminate;
half _Tile;
half _StartAmount;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uvDissolveSrc;
};
void vert (inout appdata_full v, out Input o) {}
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb;
float ClipTex = tex2D (_DissolveSrc, IN.uv_MainTex/_Tile).r ;
float ClipAmount = ClipTex - _Amount;
float Clip = 0;
float4 DematBump = tex2D (_DissolveSrcBump,IN.uv_MainTex/_Tile);
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
if (_Amount > 0)
{
if (ClipAmount <0)
{
Clip = 1; //clip(-0.1);
}
else
{
if (ClipAmount < _StartAmount)
{
if (_ColorAnimate.x == 0)
Color.x = _DissColor.x;
else
Color.x = ClipAmount/_StartAmount;
if (_ColorAnimate.y == 0)
Color.y = _DissColor.y;
else
Color.y = ClipAmount/_StartAmount;
if (_ColorAnimate.z == 0)
Color.z = _DissColor.z;
else
Color.z = ClipAmount/_StartAmount;
o.Albedo = (o.Albedo *((Color.x+Color.y+Color.z))* Color*((Color.x+Color.y+Color.z)))/(1 - _Illuminate);
o.Normal = UnpackNormal(tex2D(_DissolveSrcBump, IN.uvDissolveSrc));
}
}
}
if (Clip == 1)
{
clip(-0.1);
}
//////////////////////////////////
//
o.Gloss = tex.a;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess;
}
ENDCG
}
FallBack "Specular"
}