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/*
NOTES: see CameraMotionBlur.shader
*/
Shader "Hidden/CameraMotionBlurDX11" {
Properties {
_MainTex ("-", 2D) = "" {}
_NoiseTex ("-", 2D) = "grey" {}
_VelTex ("-", 2D) = "black" {}
_NeighbourMaxTex ("-", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
// 'k' in paper
float _MaxRadiusOrKInPaper;
// 's' in paper
#define NUM_SAMPLES (19)
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D_float _CameraDepthTexture;
sampler2D _VelTex;
sampler2D _NeighbourMaxTex;
sampler2D _NoiseTex;
float4 _MainTex_TexelSize;
float4 _CameraDepthTexture_TexelSize;
float4 _VelTex_TexelSize;
half4 _MainTex_ST;
float4x4 _InvViewProj; // inverse view-projection matrix
float4x4 _PrevViewProj; // previous view-projection matrix
float4x4 _ToPrevViewProjCombined; // combined
float _Jitter;
float _VelocityScale;
float _DisplayVelocityScale;
float _MinVelocity;
float _SoftZDistance;
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
return o;
}
// returns vector with largest magnitude
float2 vmax(float2 a, float2 b)
{
float ma = dot(a, a);
float mb = dot(b, b);
return (ma > mb) ? a : b;
}
// find dominant velocity in each tile
float4 TileMax(v2f i) : SV_Target
{
float2 tilemax = float2(0.0, 0.0);
float2 srcPos = i.uv - _MainTex_TexelSize.xy * _MaxRadiusOrKInPaper * 0.5;
for(int y=0; y<(int)_MaxRadiusOrKInPaper; y++) {
for(int x=0; x<(int)_MaxRadiusOrKInPaper; x++) {
float2 v = tex2D(_MainTex, srcPos + float2(x,y) * _MainTex_TexelSize.xy).xy;
tilemax = vmax(tilemax, v);
}
}
return float4(tilemax, 0, 1);
}
// find maximum velocity in any adjacent tile
float4 NeighbourMax(v2f i) : SV_Target
{
float2 maxvel = float2(0.0, 0.0);
for(int y=-1; y<=1; y++) {
for(int x=-1; x<=1; x++) {
float2 v = tex2D(_MainTex, i.uv + float2(x,y) * _MainTex_TexelSize.xy).xy;
maxvel = vmax(maxvel, v);
}
}
return float4(maxvel, 0, 1);
}
float cone(float2 px, float2 py, float2 v)
{
return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0);
}
float cylinder(float2 x, float2 y, float2 v)
{
float lv = length(v);
return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y));
}
float softDepthCompare(float za, float zb)
{
return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0);
}
float4 ReconstructFilterBlur(v2f i) : SV_Target
{
float2 x = i.uv;
float2 xf = x;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
xf.y = 1-xf.y;
#endif
float2 x2 = xf;
float2 vn = tex2D(_NeighbourMaxTex, x2).xy; // largest velocity in neighbourhood
float4 cx = tex2D(_MainTex, x); // color at x
float zx = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, x);
zx = -Linear01Depth(zx); // depth at x
float2 vx = tex2D(_VelTex, xf).xy; // vel at x
// random offset [-0.5, 0.5]
float j = (tex2D(_NoiseTex, i.uv * 11.0f ).r*2-1) * _Jitter;
// sample current pixel
float weight = 1.0;
float4 sum = cx * weight;
int centerSample = (int)(NUM_SAMPLES-1) / 2;
// in DX11 county we take more samples and interleave with sampling along vx direction to break up "patternized" look
for(int l=0; l<NUM_SAMPLES; l++)
{
if (l==centerSample) continue; // skip center sample
// Choose evenly placed filter taps along +-vN,
// but jitter the whole filter to prevent ghosting
float t = lerp(-1.0, 1.0, (l + j) / (-1 + _Jitter + (float)NUM_SAMPLES));
//float t = lerp(-1.0, 1.0, l / (float)(NUM_SAMPLES - 1));
float2 velInterlaved = lerp(vn, min(vx, normalize(vx) * _MainTex_TexelSize.xy * _MaxRadiusOrKInPaper), l%2==0);
float2 y = x + velInterlaved * t;
float2 yf = y;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
yf.y = 1-yf.y;
#endif
// velocity at y
float2 vy = tex2Dlod(_VelTex, float4(yf,0,0)).xy;
float zy = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(y,0,0));
zy = -Linear01Depth(zy);
float f = softDepthCompare(zx, zy);
float b = softDepthCompare(zy, zx);
float alphay = f * cone(y, x, vy) + // blurry y in front of any x
b * cone(x, y, vx) + // any y behing blurry x; estimate background
cylinder(y, x, vy) * cylinder(x, y, vx) * 2.0; // simultaneous blurry x and y
float4 cy = tex2Dlod(_MainTex, float4(y,0,0));
sum += cy * alphay;
weight += alphay;
}
sum /= weight;
return sum;
}
ENDCG
Subshader {
// pass 0
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment TileMax
ENDCG
}
// pass 1
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment NeighbourMax
ENDCG
}
// pass 2
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment ReconstructFilterBlur
ENDCG
}
}
Fallback off
}