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3.9 KiB

Shader "Hidden/NoiseAndGrain" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_NoiseTex ("Noise (RGB)", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _NoiseTex;
float4 _NoiseTex_TexelSize;
uniform float4 _MainTex_TexelSize;
uniform float3 _NoisePerChannel;
uniform float3 _NoiseTilingPerChannel;
uniform float3 _NoiseAmount;
uniform float3 _ThreshholdRGB;
uniform float3 _MidGrey;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv_screen : TEXCOORD0;
float4 uvRg : TEXCOORD1;
float2 uvB : TEXCOORD2;
};
struct appdata_img2
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
inline float3 Overlay(float3 m, float3 color) {
color = saturate(color);
float3 check = step(float3(0.5,0.5,0.5), color.rgb);
float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb)));
result += (1-check) * (2*color.rgb) * m.rgb;
return result;
}
v2f vert (appdata_img2 v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
o.uv_screen = v.vertex.xyxy;
if (_MainTex_TexelSize.y < 0)
o.uv_screen.y = 1-o.uv_screen.y;
#else
o.uv_screen = v.vertex.xy;
#endif
o.uv_screen = UnityStereoTransformScreenSpaceTex(o.uv_screen);
// different tiling for 3 channels
o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy;
o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy;
return o;
}
float4 frag ( v2f i ) : SV_Target
{
float4 color = (tex2D (_MainTex, i.uv_screen.xy));
// black & white intensities
float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
// fetching & scaling noise (COMPILER BUG WORKAROUND)
float3 m = float3(0,0,0);
m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) ));
return float4(Overlay(m, color.rgb), color.a);
}
float4 fragTmp ( v2f i ) : SV_Target
{
float4 color = (tex2D (_MainTex, i.uv_screen.xy));
// black & white intensities
float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
// fetching & scaling noise (COMPILER BUG WORKAROUND)
float3 m = float3(0,0,0);
m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity)));
return float4(m.rgb, color.a);
}
float4 fragOverlayBlend ( v2f i ) : SV_Target
{
float4 color = tex2D(_MainTex, i.uv_screen.xy);
float4 m = tex2D(_NoiseTex, i.uv_screen.xy);
return float4(Overlay(m, color.rgb), color.a);
}
ENDCG
SubShader {
ZTest Always Cull Off ZWrite Off Blend Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragOverlayBlend
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragTmp
ENDCG
}
}
FallBack Off
}