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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Radial Blur"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Center ("Center Point", Vector) = (0.5, 0.5, 0.0, 0.0)
_Params ("Strength (X) Samples (Y) Sharpness (Z) Darkness (W)", Vector) = (0.1, 10, 0.4, 0.35)
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half2 _Center;
half4 _Params;
half4 blur(half2 uv, half samples, half amount)
{
half2 coord = uv - _Center;
half4 color = half4(0.0, 0.0, 0.0, 0.0);
half scale;
half factor = samples - 1;
for (int i = 0; i < samples; i++)
{
scale = 1.0 + amount * (i / factor);
color += tex2Dlod(_MainTex, half4(coord * scale + _Center, 0.0, 0.0));
}
color /= samples;
return color;
}
half vignette(half2 uv)
{
half v = 1.0;
half d = distance(uv, _Center);
v *= smoothstep(0.8, _Params.z * 0.799, d * (_Params.w + _Params.z));
return 1.0 - v;
}
half4 frag(v2f_img i) : SV_Target
{
return blur(i.uv, _Params.y, _Params.x);
}
half4 frag_vignette(v2f_img i) : SV_Target
{
return blur(i.uv, _Params.y, _Params.x * vignette(i.uv));
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) No vignette
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#pragma glsl
ENDCG
}
// (1) Vignette
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_vignette
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#pragma glsl
ENDCG
}
}
FallBack off
}