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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Analog TV"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Params1 ("Noise Intensity (X) Scanlines Intensity (Y) Scanlines Count (Z) Scanlines Offset (W)", Vector) = (0.5, 2.0, 768, 0.0)
_Params2 ("Phase (X) Distortion (Y) Cubic Distortion (Z) Scale (W)", Vector) = (0.05, 0.2, 0.6, 0.8)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half4 _Params1;
half4 _Params2;
half4 filter_pass(half2 uv)
{
half2 coord = barrelDistortion(uv, _Params2.y, _Params2.z, _Params2.w);
half4 color = tex2D(_MainTex, coord);
float n = simpleNoise(coord.xy * _Params2.x);
float dx = mod(n, 0.01);
half3 result = color.rgb + color.rgb * saturate(0.1 + dx * 100.0);
half2 sc = half2(sin(coord.y * _Params1.z + _Params1.w), cos(coord.y * _Params1.z + _Params1.w));
result += color.rgb * sc.xyx * _Params1.y;
result = color.rgb + saturate(_Params1.x) * (result - color.rgb);
return half4(result, color.a);
}
half4 frag(v2f_img i) : SV_Target
{
return filter_pass(i.uv);
}
half4 frag_grayscale(v2f_img i) : SV_Target
{
half4 result = filter_pass(i.uv);
half lum = luminance(result.rgb);
result = half4(lum, lum, lum, result.a);
return result;
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma glsl
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_grayscale
#pragma fragmentoption ARB_precision_hint_fastest
#pragma glsl
ENDCG
}
}
FallBack off
}