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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "FX/Water (Basic)" {
Properties {
_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
}
CGINCLUDE
#include "UnityCG.cginc"
uniform float4 _horizonColor;
uniform float4 WaveSpeed;
uniform float _WaveScale;
uniform float4 _WaveOffset;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float2 bumpuv[2] : TEXCOORD0;
float3 viewDir : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
v2f vert(appdata v)
{
v2f o;
float4 s;
o.pos = UnityObjectToClipPos(v.vertex);
// scroll bump waves
float4 temp;
float4 wpos = mul (unity_ObjectToWorld, v.vertex);
temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
o.bumpuv[0] = temp.xy * float2(.4, .45);
o.bumpuv[1] = temp.wz;
// object space view direction
o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
ENDCG
Subshader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
sampler2D _BumpMap;
sampler2D _ColorControl;
half4 frag( v2f i ) : COLOR
{
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
half fresnel = dot( i.viewDir, bump );
half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
half4 col;
col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
col.a = _horizonColor.a;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}