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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1.6 KiB

3 years ago
Shader "Mine/fogTest_2"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_AlphaScale("AlphaScale",Range(0,1)) = 1
_Color("ColorMain",Color) = (1,1,1,1)
_Value1("Value1",Float) = 0
_Value2("Value2",Float) = 0
_Value3("Value3",Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Transparent"
"Queue"="Transparent"
"IgnoreProjector"="True" }
LOD 100
Pass
{
ZWrite On
ColorMask 0
}
Pass
{
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
//Blend OneMinusDstColor One
//Blend DstColor Zero
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 tangent :TANGENT;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
fixed4 color :COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
fixed4 _Color;
float _Value1;
float _Value2;
float _Value3;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = _Color*sin(v.vertex.y*_Value1+_WorldSpaceCameraPos.y-_Value2)*_Value3;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv)*_AlphaScale*i.color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
//col = col*_AlphaScale;
return col;
}
ENDCG
}
}
}