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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167 lines
4.1 KiB

3 years ago
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Ethical Motion/Particles/Unlit" {
Properties {
[HDR]_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_FadeStart ("Distance fade start", float) = 2
_FadeEnd ("Distance fade end", float) = 10
[HideInInspector] _AlphaMode ("_AlphaMode", float) = 0.0
[HideInInspector] _LightingMode("_LightingMode", float) = 2.0
[HideInInspector] _BlendMode ("_BlendMode", float) = 0.0
[HideInInspector] _BlendSrc ("Source blend mode", float) = 1.0
[HideInInspector] _BlendDst ("Destination blend mode", float) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend [_BlendSrc] [_BlendDst]
Cull Back Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma shader_feature SOFTPARTICLE_ON __
#pragma shader_feature DISTANCEFADE_ON __
#pragma shader_feature ALPHAEROSION_ON __
#pragma shader_feature ADDITIVE_ON __
#include "EMParticleFunctions.cginc"
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _TintColor;
#ifdef SOFTPARTICLE_ON
sampler2D_float _CameraDepthTexture;
float _InvFade;
#endif
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 texcoordBlendFrame : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord2 : TEXCOORD1;
fixed blend : TEXCOORD2;
UNITY_FOG_COORDS(3)
#ifdef SOFTPARTICLE_ON
float4 projPos : TEXCOORD4;
#endif
#ifdef DISTANCEFADE_ON
fixed distanceFade : TEXCOORD5;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord2 = TRANSFORM_TEX(v.texcoordBlendFrame.xy,_MainTex);
o.blend = v.texcoordBlendFrame.z;
UNITY_TRANSFER_FOG(o,o.vertex);
#ifdef SOFTPARTICLE_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
#ifdef DISTANCEFADE_ON
//_FadeEnd and _FadeStart are defined in EMParticleVariables.cginc
o.distanceFade = DistanceFade(_FadeEnd, _FadeStart, mul(unity_ObjectToWorld, v.vertex).xyz);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//float4 color = tex2D(_MainTex, i.texcoord);
//color.rgb *= i.color.rgb * _TintColor.rgb;
fixed4 colA = tex2D(_MainTex, i.texcoord);
fixed4 colB = tex2D(_MainTex, i.texcoord2);
fixed4 color = lerp(colA, colB, i.blend);
color.rgb *= i.color.rgb * _TintColor.rgb;
#ifdef ADDITIVE_ON
#ifdef ALPHAEROSION_ON
color.a = saturate(color.a - (1 - i.color.a));
#else
color.a *= i.color.a;
#endif
color.rgb *= color.a;
color.rgb *= _TintColor.a;
#else
#ifdef ALPHAEROSION_ON
color.a -= saturate(1 - i.color.a);
color.a *= _TintColor.a;
#else
color.a *= i.color.a;
color.a *= _TintColor.a;
#endif
#endif
#ifdef SOFTPARTICLE_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
#ifdef ADDITIVE_ON
color.rgb *= fade;
#else
color.a *= fade;
#endif
#endif
#ifdef DISTANCEFADE_ON
#ifdef ADDITIVE_ON
color.rgb *= i.distanceFade;
#else
color.a *= i.distanceFade;
#endif
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
ENDCG
}
}
CustomEditor "EMMaterialInspector"
}
}