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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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Bilateral Gaussian Blur"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Direction ("Direction (XY)", Vector) = (0, 0, 0, 0)
_Threshold ("Threshold", Float) = 0
_Amount ("Blend factor (Float)", Float) = 1.0
}
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Blur
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
half2 _Direction;
half _Threshold;
struct fInput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
};
fInput vert(appdata_img v)
{
fInput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
float2 d1 = 1.3846153846 * _Direction;
float2 d2 = 3.2307692308 * _Direction;
o.uv1 = float4(o.uv + d1, o.uv - d1);
o.uv2 = float4(o.uv + d2, o.uv - d2);
return o;
}
half4 frag(fInput i) : SV_Target
{
const half2 uvs[4] = { i.uv1.xy, i.uv1.zw, i.uv2.xy, i.uv2.zw };
half depth = Linear01Depth(tex2D(_CameraDepthTexture, i.uv).x);
half4 accum = tex2D(_MainTex, i.uv) * 0.2270270270;
half accumWeight = 0.2270270270;
half4 depthTmp;
depthTmp.x = Linear01Depth(tex2D(_CameraDepthTexture, uvs[0]).x);
depthTmp.y = Linear01Depth(tex2D(_CameraDepthTexture, uvs[1]).x);
depthTmp.z = Linear01Depth(tex2D(_CameraDepthTexture, uvs[2]).x);
depthTmp.w = Linear01Depth(tex2D(_CameraDepthTexture, uvs[3]).x);
half4 diff = abs(depth - depthTmp);
half4 weight = (1.0 - step(_Threshold, diff)) * half4(0.3162162162, 0.3162162162, 0.0702702703, 0.0702702703);
for (int i = 0; i < 4; i++)
{
accum += weight[i] * tex2D(_MainTex, uvs[i]);
accumWeight += weight[i];
}
return accum / accumWeight;
}
ENDCG
}
// (1) Composite if _Amount is in ]0;1[
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Blurred;
half _Amount;
half4 frag(v2f_img i) : SV_Target
{
half4 oc = tex2D(_MainTex, i.uv);
half4 bc = tex2D(_Blurred, i.uv);
return lerp(oc, bc, _Amount);
}
ENDCG
}
}
FallBack off
}