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using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu("Image Effects/Rendering/Screen Space Ambient Occlusion")]
public class ScreenSpaceAmbientOcclusion : MonoBehaviour
{
public enum SSAOSamples
{
Low = 0,
Medium = 1,
High = 2,
}
[Range(0.05f, 1.0f)]
public float m_Radius = 0.4f;
public SSAOSamples m_SampleCount = SSAOSamples.Medium;
[Range(0.5f, 4.0f)]
public float m_OcclusionIntensity = 1.5f;
[Range(0, 4)]
public int m_Blur = 2;
[Range(1,6)]
public int m_Downsampling = 2;
[Range(0.2f, 2.0f)]
public float m_OcclusionAttenuation = 1.0f;
[Range(0.00001f, 0.5f)]
public float m_MinZ = 0.01f;
public Shader m_SSAOShader;
private Material m_SSAOMaterial;
public Texture2D m_RandomTexture;
private bool m_Supported;
private static Material CreateMaterial (Shader shader)
{
if (!shader)
return null;
Material m = new Material (shader);
m.hideFlags = HideFlags.HideAndDontSave;
return m;
}
private static void DestroyMaterial (Material mat)
{
if (mat)
{
DestroyImmediate (mat);
mat = null;
}
}
void OnDisable()
{
DestroyMaterial (m_SSAOMaterial);
}
void Start()
{
if (!SystemInfo.supportsImageEffects || !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth))
{
m_Supported = false;
enabled = false;
return;
}
CreateMaterials ();
if (!m_SSAOMaterial || m_SSAOMaterial.passCount != 5)
{
m_Supported = false;
enabled = false;
return;
}
//CreateRandomTable (26, 0.2f);
m_Supported = true;
}
void OnEnable () {
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
}
private void CreateMaterials ()
{
if (!m_SSAOMaterial && m_SSAOShader.isSupported)
{
m_SSAOMaterial = CreateMaterial (m_SSAOShader);
m_SSAOMaterial.SetTexture ("_RandomTexture", m_RandomTexture);
}
}
[ImageEffectOpaque]
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (!m_Supported || !m_SSAOShader.isSupported) {
enabled = false;
return;
}
CreateMaterials ();
m_Downsampling = Mathf.Clamp (m_Downsampling, 1, 6);
m_Radius = Mathf.Clamp (m_Radius, 0.05f, 1.0f);
m_MinZ = Mathf.Clamp (m_MinZ, 0.00001f, 0.5f);
m_OcclusionIntensity = Mathf.Clamp (m_OcclusionIntensity, 0.5f, 4.0f);
m_OcclusionAttenuation = Mathf.Clamp (m_OcclusionAttenuation, 0.2f, 2.0f);
m_Blur = Mathf.Clamp (m_Blur, 0, 4);
// Render SSAO term into a smaller texture
RenderTexture rtAO = RenderTexture.GetTemporary (source.width / m_Downsampling, source.height / m_Downsampling, 0);
float fovY = GetComponent<Camera>().fieldOfView;
float far = GetComponent<Camera>().farClipPlane;
float y = Mathf.Tan (fovY * Mathf.Deg2Rad * 0.5f) * far;
float x = y * GetComponent<Camera>().aspect;
m_SSAOMaterial.SetVector ("_FarCorner", new Vector3(x,y,far));
int noiseWidth, noiseHeight;
if (m_RandomTexture) {
noiseWidth = m_RandomTexture.width;
noiseHeight = m_RandomTexture.height;
} else {
noiseWidth = 1; noiseHeight = 1;
}
m_SSAOMaterial.SetVector ("_NoiseScale", new Vector3 ((float)rtAO.width / noiseWidth, (float)rtAO.height / noiseHeight, 0.0f));
m_SSAOMaterial.SetVector ("_Params", new Vector4(
m_Radius,
m_MinZ,
1.0f / m_OcclusionAttenuation,
m_OcclusionIntensity));
bool doBlur = m_Blur > 0;
Graphics.Blit (doBlur ? null : source, rtAO, m_SSAOMaterial, (int)m_SampleCount);
if (doBlur)
{
// Blur SSAO horizontally
RenderTexture rtBlurX = RenderTexture.GetTemporary (source.width, source.height, 0);
m_SSAOMaterial.SetVector ("_TexelOffsetScale",
new Vector4 ((float)m_Blur / source.width, 0,0,0));
m_SSAOMaterial.SetTexture ("_SSAO", rtAO);
Graphics.Blit (null, rtBlurX, m_SSAOMaterial, 3);
RenderTexture.ReleaseTemporary (rtAO); // original rtAO not needed anymore
// Blur SSAO vertically
RenderTexture rtBlurY = RenderTexture.GetTemporary (source.width, source.height, 0);
m_SSAOMaterial.SetVector ("_TexelOffsetScale",
new Vector4 (0, (float)m_Blur/source.height, 0,0));
m_SSAOMaterial.SetTexture ("_SSAO", rtBlurX);
Graphics.Blit (source, rtBlurY, m_SSAOMaterial, 3);
RenderTexture.ReleaseTemporary (rtBlurX); // blurX RT not needed anymore
rtAO = rtBlurY; // AO is the blurred one now
}
// Modulate scene rendering with SSAO
m_SSAOMaterial.SetTexture ("_SSAO", rtAO);
Graphics.Blit (source, destination, m_SSAOMaterial, 4);
RenderTexture.ReleaseTemporary (rtAO);
}
/*
private void CreateRandomTable (int count, float minLength)
{
Random.seed = 1337;
Vector3[] samples = new Vector3[count];
// initial samples
for (int i = 0; i < count; ++i)
samples[i] = Random.onUnitSphere;
// energy minimization: push samples away from others
int iterations = 100;
while (iterations-- > 0) {
for (int i = 0; i < count; ++i) {
Vector3 vec = samples[i];
Vector3 res = Vector3.zero;
// minimize with other samples
for (int j = 0; j < count; ++j) {
Vector3 force = vec - samples[j];
float fac = Vector3.Dot (force, force);
if (fac > 0.00001f)
res += force * (1.0f / fac);
}
samples[i] = (samples[i] + res * 0.5f).normalized;
}
}
// now scale samples between minLength and 1.0
for (int i = 0; i < count; ++i) {
samples[i] = samples[i] * Random.Range (minLength, 1.0f);
}
string table = string.Format ("#define SAMPLE_COUNT {0}\n", count);
table += "const float3 RAND_SAMPLES[SAMPLE_COUNT] = {\n";
for (int i = 0; i < count; ++i) {
Vector3 v = samples[i];
table += string.Format("\tfloat3({0},{1},{2}),\n", v.x, v.y, v.z);
}
table += "};\n";
Debug.Log (table);
}
*/
}
}