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using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Rendering/Sun Shafts")]
public class SunShafts : PostEffectsBase
{
public enum SunShaftsResolution
{
Low = 0,
Normal = 1,
High = 2,
}
public enum ShaftsScreenBlendMode
{
Screen = 0,
Add = 1,
}
public SunShaftsResolution resolution = SunShaftsResolution.Normal;
public ShaftsScreenBlendMode screenBlendMode = ShaftsScreenBlendMode.Screen;
public Transform sunTransform;
public int radialBlurIterations = 2;
public Color sunColor = Color.white;
public Color sunThreshold = new Color(0.87f,0.74f,0.65f);
public float sunShaftBlurRadius = 2.5f;
public float sunShaftIntensity = 1.15f;
public float maxRadius = 0.75f;
public bool useDepthTexture = true;
public Shader sunShaftsShader;
private Material sunShaftsMaterial;
public Shader simpleClearShader;
private Material simpleClearMaterial;
public override bool CheckResources () {
CheckSupport (useDepthTexture);
sunShaftsMaterial = CheckShaderAndCreateMaterial (sunShaftsShader, sunShaftsMaterial);
simpleClearMaterial = CheckShaderAndCreateMaterial (simpleClearShader, simpleClearMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination) {
if (CheckResources()==false) {
Graphics.Blit (source, destination);
return;
}
// we actually need to check this every frame
if (useDepthTexture)
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
int divider = 4;
if (resolution == SunShaftsResolution.Normal)
divider = 2;
else if (resolution == SunShaftsResolution.High)
divider = 1;
Vector3 v = Vector3.one * 0.5f;
if (sunTransform)
v = GetComponent<Camera>().WorldToViewportPoint (sunTransform.position);
else
v = new Vector3(0.5f, 0.5f, 0.0f);
int rtW = source.width / divider;
int rtH = source.height / divider;
RenderTexture lrColorB;
RenderTexture lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0);
// mask out everything except the skybox
// we have 2 methods, one of which requires depth buffer support, the other one is just comparing images
sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (1.0f, 1.0f, 0.0f, 0.0f) * sunShaftBlurRadius );
sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius));
sunShaftsMaterial.SetVector ("_SunThreshold", sunThreshold);
if (!useDepthTexture) {
#if UNITY_5_6_OR_NEWER
var format = GetComponent<Camera>().allowHDR ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
#else
var format = GetComponent<Camera>().hdr ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
#endif
RenderTexture tmpBuffer = RenderTexture.GetTemporary (source.width, source.height, 0, format);
RenderTexture.active = tmpBuffer;
GL.ClearWithSkybox (false, GetComponent<Camera>());
sunShaftsMaterial.SetTexture ("_Skybox", tmpBuffer);
Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 3);
RenderTexture.ReleaseTemporary (tmpBuffer);
}
else {
Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 2);
}
// paint a small black small border to get rid of clamping problems
DrawBorder (lrDepthBuffer, simpleClearMaterial);
// radial blur:
radialBlurIterations = Mathf.Clamp (radialBlurIterations, 1, 4);
float ofs = sunShaftBlurRadius * (1.0f / 768.0f);
sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f));
sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius));
for (int it2 = 0; it2 < radialBlurIterations; it2++ ) {
// each iteration takes 2 * 6 samples
// we update _BlurRadius each time to cheaply get a very smooth look
lrColorB = RenderTexture.GetTemporary (rtW, rtH, 0);
Graphics.Blit (lrDepthBuffer, lrColorB, sunShaftsMaterial, 1);
RenderTexture.ReleaseTemporary (lrDepthBuffer);
ofs = sunShaftBlurRadius * (((it2 * 2.0f + 1.0f) * 6.0f)) / 768.0f;
sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) );
lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0);
Graphics.Blit (lrColorB, lrDepthBuffer, sunShaftsMaterial, 1);
RenderTexture.ReleaseTemporary (lrColorB);
ofs = sunShaftBlurRadius * (((it2 * 2.0f + 2.0f) * 6.0f)) / 768.0f;
sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) );
}
// put together:
if (v.z >= 0.0f)
sunShaftsMaterial.SetVector ("_SunColor", new Vector4 (sunColor.r, sunColor.g, sunColor.b, sunColor.a) * sunShaftIntensity);
else
sunShaftsMaterial.SetVector ("_SunColor", Vector4.zero); // no backprojection !
sunShaftsMaterial.SetTexture ("_ColorBuffer", lrDepthBuffer);
Graphics.Blit (source, destination, sunShaftsMaterial, (screenBlendMode == ShaftsScreenBlendMode.Screen) ? 0 : 4);
RenderTexture.ReleaseTemporary (lrDepthBuffer);
}
}
}