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using System;
using UnityEngine;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu("Image Effects/Noise/Noise and Scratches")]
public class NoiseAndScratches : MonoBehaviour
{
/// Monochrome noise just adds grain. Non-monochrome noise
/// more resembles VCR as it adds noise in YUV color space,
/// thus introducing magenta/green colors.
public bool monochrome = true;
private bool rgbFallback = false;
// Noise grain takes random intensity from Min to Max.
[Range(0.0f,5.0f)]
public float grainIntensityMin = 0.1f;
[Range(0.0f, 5.0f)]
public float grainIntensityMax = 0.2f;
/// The size of the noise grains (1 = one pixel).
[Range(0.1f, 50.0f)]
public float grainSize = 2.0f;
// Scratches take random intensity from Min to Max.
[Range(0.0f, 5.0f)]
public float scratchIntensityMin = 0.05f;
[Range(0.0f, 5.0f)]
public float scratchIntensityMax = 0.25f;
/// Scratches jump to another locations at this times per second.
[Range(1.0f, 30.0f)]
public float scratchFPS = 10.0f;
/// While scratches are in the same location, they jitter a bit.
[Range(0.0f, 1.0f)]
public float scratchJitter = 0.01f;
public Texture grainTexture;
public Texture scratchTexture;
public Shader shaderRGB;
public Shader shaderYUV;
private Material m_MaterialRGB;
private Material m_MaterialYUV;
private float scratchTimeLeft = 0.0f;
private float scratchX, scratchY;
protected void Start ()
{
// Disable if we don't support image effects
if (!SystemInfo.supportsImageEffects) {
enabled = false;
return;
}
if ( shaderRGB == null || shaderYUV == null )
{
Debug.Log( "Noise shaders are not set up! Disabling noise effect." );
enabled = false;
}
else
{
if ( !shaderRGB.isSupported ) // disable effect if RGB shader is not supported
enabled = false;
else if ( !shaderYUV.isSupported ) // fallback to RGB if YUV is not supported
rgbFallback = true;
}
}
protected Material material {
get {
if ( m_MaterialRGB == null ) {
m_MaterialRGB = new Material( shaderRGB );
m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave;
}
if ( m_MaterialYUV == null && !rgbFallback ) {
m_MaterialYUV = new Material( shaderYUV );
m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave;
}
return (!rgbFallback && !monochrome) ? m_MaterialYUV : m_MaterialRGB;
}
}
protected void OnDisable() {
if ( m_MaterialRGB )
DestroyImmediate( m_MaterialRGB );
if ( m_MaterialYUV )
DestroyImmediate( m_MaterialYUV );
}
private void SanitizeParameters()
{
grainIntensityMin = Mathf.Clamp( grainIntensityMin, 0.0f, 5.0f );
grainIntensityMax = Mathf.Clamp( grainIntensityMax, 0.0f, 5.0f );
scratchIntensityMin = Mathf.Clamp( scratchIntensityMin, 0.0f, 5.0f );
scratchIntensityMax = Mathf.Clamp( scratchIntensityMax, 0.0f, 5.0f );
scratchFPS = Mathf.Clamp( scratchFPS, 1, 30 );
scratchJitter = Mathf.Clamp( scratchJitter, 0.0f, 1.0f );
grainSize = Mathf.Clamp( grainSize, 0.1f, 50.0f );
}
// Called by the camera to apply the image effect
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
SanitizeParameters();
if ( scratchTimeLeft <= 0.0f )
{
scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero
scratchX = Random.value;
scratchY = Random.value;
}
scratchTimeLeft -= Time.deltaTime;
Material mat = material;
mat.SetTexture("_GrainTex", grainTexture);
mat.SetTexture("_ScratchTex", scratchTexture);
float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero
mat.SetVector("_GrainOffsetScale", new Vector4(
Random.value,
Random.value,
(float)Screen.width / (float)grainTexture.width * grainScale,
(float)Screen.height / (float)grainTexture.height * grainScale
));
mat.SetVector("_ScratchOffsetScale", new Vector4(
scratchX + Random.value*scratchJitter,
scratchY + Random.value*scratchJitter,
(float)Screen.width / (float) scratchTexture.width,
(float)Screen.height / (float) scratchTexture.height
));
mat.SetVector("_Intensity", new Vector4(
Random.Range(grainIntensityMin, grainIntensityMax),
Random.Range(scratchIntensityMin, scratchIntensityMax),
0, 0 ));
Graphics.Blit (source, destination, mat);
}
}
}