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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Chromatic Aberration"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Refraction ("Refraction Index (RGB)", Vector) = (1.0, 1.005, 1.01, 0.0)
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half3 _Refraction;
half3 compute(half2 uv)
{
half3 incidence = half3(2.0 * uv - 1.0, 1.0);
half3 normal = half3(0.0, 0.0, -1.0);
half3 refract_r = refract(incidence, normal, _Refraction.r);
half3 refract_g = refract(incidence, normal, _Refraction.g);
half3 refract_b = refract(incidence, normal, _Refraction.b);
half2 uv_r = ((refract_r / refract_r.z).xy + 1.0) / 2.0;
half2 uv_g = ((refract_g / refract_g.z).xy + 1.0) / 2.0;
half2 uv_b = ((refract_b / refract_b.z).xy + 1.0) / 2.0;
return half3(tex2D(_MainTex, uv_r).r, tex2D(_MainTex, uv_g).g, tex2D(_MainTex, uv_b).b);
}
half4 frag(v2f_img i) : SV_Target
{
return half4(compute(i.uv), 1.0);
}
half4 frag_alpha(v2f_img i) : SV_Target
{
return half4(compute(i.uv), tex2D(_MainTex, i.uv).a);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Preserve alpha = false
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Preserve alpha = true
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_alpha
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}