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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/Comic Book"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half4 _StripParams;
half3 _StripParams2;
half3 _StripInnerColor;
half3 _StripOuterColor;
half3 _FillColor;
half3 _BackgroundColor;
half _EdgeThreshold;
half3 _EdgeColor;
struct fInput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uvs[4] : TEXCOORD1;
};
fInput vert_edge(appdata_img v)
{
fInput o;
o.pos = UnityObjectToClipPos(v.vertex);
float2 uv = v.texcoord.xy;
o.uv = uv;
o.uvs[0] = float4(uv.x - _EdgeThreshold, uv.y + _EdgeThreshold, uv.x - _EdgeThreshold, uv.y );
o.uvs[1] = float4(uv.x - _EdgeThreshold, uv.y - _EdgeThreshold, uv.x , uv.y + _EdgeThreshold);
o.uvs[2] = float4(uv.x , uv.y - _EdgeThreshold, uv.x + _EdgeThreshold, uv.y + _EdgeThreshold);
o.uvs[3] = float4(uv.x + _EdgeThreshold, uv.y , uv.x + _EdgeThreshold, uv.y - _EdgeThreshold);
return o;
}
half3 strip_color(half2 uv)
{
half2 p = (uv - 0.5) * _StripParams2.x;
half brightness = cos(dot(p, _StripParams.xy));
half lum_strip = luminance(1.0 - brightness);
return lerp(_StripOuterColor, _StripInnerColor, step(lum_strip, _StripParams2.y));
}
half4 frag_edge(fInput i) : SV_Target
{
half3 color = _BackgroundColor;
half3 sample0 = tex2D(_MainTex, i.uvs[0].xy).rgb;
half3 sample1 = tex2D(_MainTex, i.uvs[0].zw).rgb;
half3 sample2 = tex2D(_MainTex, i.uvs[1].xy).rgb;
half3 sample3 = tex2D(_MainTex, i.uvs[1].zw).rgb;
half3 sample4 = tex2D(_MainTex, i.uv).rgb;
half3 sample5 = tex2D(_MainTex, i.uvs[2].xy).rgb;
half3 sample6 = tex2D(_MainTex, i.uvs[2].zw).rgb;
half3 sample7 = tex2D(_MainTex, i.uvs[3].xy).rgb;
half3 sample8 = tex2D(_MainTex, i.uvs[3].zw).rgb;
half3 hEdge = sample2 + sample5 + sample8 - (sample0 + sample3 + sample6);
half3 vEdge = sample0 + sample1 + sample2 - (sample6 + sample7 + sample8);
half3 edge = sqrt(hEdge * hEdge + vEdge * vEdge);
if (edge.r > 0.5 || edge.g > 0.5 || edge.b > 0.5) // Flattened by Unity's shader compiler on DX9 and GL
{
color = _EdgeColor;
}
else
{
half lum = luminance(tex2D(_MainTex, i.uv).rgb);
half s1 = step(lum, _StripParams.z);
half s2 = step(_StripParams.z, lum) * step(lum, _StripParams.w);
color = lerp(lerp(_BackgroundColor, strip_color(i.uv), s2), _FillColor, s1);
}
return half4(lerp(sample4, color, _StripParams2.z), 1.0);
}
half4 frag(v2f_img i) : SV_Target
{
half3 color = _BackgroundColor;
half lum = luminance(tex2D(_MainTex, i.uv).rgb);
half s1 = step(lum, _StripParams.z);
half s2 = step(_StripParams.z, lum) * step(lum, _StripParams.w);
color = lerp(lerp(_BackgroundColor, strip_color(i.uv), s2), _FillColor, s1);
return half4(lerp(tex2D(_MainTex, i.uv).rgb, color, _StripParams2.z), 1.0);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) No edge detection
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Edge detection
Pass
{
CGPROGRAM
#pragma vertex vert_edge
#pragma fragment frag_edge
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
ENDCG
}
}
FallBack off
}