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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Vibrance"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Amount ("Amount", Float) = 0
_Channels ("Channels", Vector) = (1.0, 1.0, 1.0, 0.0)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half _Amount;
half4 _Channels;
half4 frag_simple(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half cMax = max(max(color.r, color.g), color.b);
half amount = (cMax - luminance(color.rgb)) * (-3.0 * _Amount);
color.rgb = lerp(color.rgb, half3(cMax, cMax, cMax), amount);
return color;
}
half4 frag_advanced(v2f_img i) : SV_Target
{
half4 oc = tex2D(_MainTex, i.uv);
half3 color = oc.rgb;
half3 coeff = _Channels.rgb * _Amount;
half lum = luminance(color);
half sat = max(color.r, max(color.g, color.b)) - min(color.r, min(color.g, color.b));
color = lerp(half3(lum, lum, lum), color, (1.0 + (coeff * (1.0 - (sign(coeff) * sat)))));
return half4(color, oc.a);
}
ENDCG
SubShader
{
// (0) Simple
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_simple
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Advanced
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_advanced
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}