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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7.9 KiB

3 years ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/SSAO Pro - High Precision Depth Map"
{
Properties
{
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
}
Category
{
Fog { Mode Off }
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 depth : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = o.pos.zw;
return o;
}
float4 frag(v2f i) : COLOR
{
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="TransparentCutout" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 depth : TEXCOORD1;
float3 norm : TEXCOORD2;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.depth = o.pos.zw;
return o;
}
uniform sampler2D _MainTex;
uniform float _Cutoff;
uniform float4 _Color;
float4 frag(v2f i) : COLOR
{
float4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a * _Color.a - _Cutoff);
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="TreeBark" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma glsl_no_auto_normalization
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "TerrainEngine.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 depth : TEXCOORD0;
};
v2f vert(appdata_full v)
{
v2f o;
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = o.pos.zw;
return o;
}
float4 frag(v2f i) : COLOR
{
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="TreeLeaf" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma glsl_no_auto_normalization
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "TerrainEngine.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 depth : TEXCOORD1;
float3 norm : TEXCOORD2;
};
v2f vert(appdata_full v)
{
v2f o;
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = o.pos.zw;
return o;
}
uniform sampler2D _MainTex;
uniform float _Cutoff;
float4 frag(v2f i) : COLOR
{
half alpha = tex2D(_MainTex, i.uv).a;
clip(alpha - _Cutoff);
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="TreeOpaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 depth : TEXCOORD0;
};
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
v2f vert(appdata v)
{
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = o.pos.zw;
return o;
}
float4 frag(v2f i) : COLOR
{
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="TreeTransparentCutout" }
Pass
{
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 depth : TEXCOORD1;
};
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = o.pos.zw;
return o;
}
uniform sampler2D _MainTex;
uniform float _Cutoff;
float4 frag(v2f i) : COLOR
{
half alpha = tex2D(_MainTex, i.uv).a;
clip(alpha - _Cutoff);
return i.depth.x / i.depth.y;
}
ENDCG
}
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 depth : TEXCOORD1;
};
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = o.pos.zw;
return o;
}
uniform sampler2D _MainTex;
uniform float _Cutoff;
float4 frag(v2f i) : COLOR
{
half alpha = tex2D(_MainTex, i.uv).a;
clip(alpha - _Cutoff);
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="TreeBillboard" }
Pass
{
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 depth : TEXCOORD1;
};
v2f vert(appdata_tree_billboard v)
{
v2f o;
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.depth = o.pos.zw;
return o;
}
uniform sampler2D _MainTex;
float4 frag(v2f i) : COLOR
{
float4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a - 0.001);
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="GrassBillboard" }
Pass
{
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
#pragma glsl_no_auto_normalization
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float2 depth : TEXCOORD1;
};
v2f vert(appdata_full v)
{
v2f o;
WavingGrassBillboardVert(v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = o.pos.zw;
return o;
}
uniform sampler2D _MainTex;
uniform float _Cutoff;
float4 frag(v2f i) : COLOR
{
float4 texcol = tex2D(_MainTex, i.uv);
float alpha = texcol.a * i.color.a;
clip(alpha - _Cutoff);
return i.depth.x / i.depth.y;
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Grass" }
Pass
{
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float2 depth : TEXCOORD1;
};
v2f vert(appdata_full v)
{
v2f o;
WavingGrassVert(v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.depth = o.pos.zw;
return o;
}
uniform sampler2D _MainTex;
uniform float _Cutoff;
float4 frag(v2f i) : COLOR
{
float4 texcol = tex2D(_MainTex, i.uv);
float alpha = texcol.a * i.color.a;
clip(alpha - _Cutoff);
return i.depth.x / i.depth.y;
}
ENDCG
}
}
}
Fallback Off
}