VR模拟枪支打靶,消灭鬼怪,换弹以及上弦等等硬核枪支操作。 使用HTCVive设备,开启SteamVR进行游玩。
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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
class FogVolume : MonoBehaviour
{
GameObject VolumeObj;
Vector3 VolumeSize;
Material FogMaterial;
[SerializeField]
Color
InscatteringColor = Color.white, FogColor = new Color (.5f, .6f, .7f, 1);
[SerializeField]
float
Visibility = 5, InscateringExponent = 2, InscatteringIntensity = 2, InscatteringTransitionWideness = 1;
[SerializeField]
//[Range (0, 1)]
float
InscatteringStartDistance = 0;
[SerializeField]
Light
Sun;
[SerializeField]
int
DrawOrder = 0;
[SerializeField]
bool HideWireframe = true, EnableInscattering = false;
void OnEnable ()
{
if (!FogMaterial)
FogMaterial = new Material (Shader.Find ("Hidden/FogVolume"));
VolumeObj = this.gameObject;
VolumeObj.GetComponent<Renderer>().sharedMaterial = FogMaterial;
Camera.main.depthTextureMode |= DepthTextureMode.Depth;
}
// Update is called once per frame
void Update ()
{
ToggleKeyword (EnableInscattering, "FOG_VOLUME_INSCATTERING_ON", "FOG_VOLUME_INSCATTERING_OFF");
#if UNITY_EDITOR
FogVolumeCreator.Wireframe (VolumeObj, HideWireframe);
#endif
FogMaterial.SetColor ("_Color", FogColor);
FogMaterial.SetColor ("_InscatteringColor", InscatteringColor);
if (Sun) {
InscatteringIntensity = Mathf.Max (0, InscatteringIntensity);
FogMaterial.SetFloat ("_InscatteringIntensity", InscatteringIntensity);
FogMaterial.SetVector ("L", -Sun.transform.forward);
}
InscateringExponent = Mathf.Max (1, InscateringExponent);
FogMaterial.SetFloat ("_InscateringExponent", InscateringExponent);
InscatteringTransitionWideness = Mathf.Max (1, InscatteringTransitionWideness);
FogMaterial.SetFloat ("InscatteringTransitionWideness", InscatteringTransitionWideness);
InscatteringStartDistance = Mathf.Max (0, InscatteringStartDistance);
FogMaterial.SetFloat ("InscatteringStartDistance", InscatteringStartDistance);
VolumeSize = VolumeObj.transform.lossyScale;
//bug fix. If the 3 axes values are equal, something gets broken :/
transform.localScale = new Vector3 ((float)decimal.Round ((decimal)VolumeSize.x, 2), VolumeSize.y, VolumeSize.z);
FogMaterial.SetVector ("_BoxMin", VolumeSize * -0.5051f);
FogMaterial.SetVector ("_BoxMax", VolumeSize * 0.5051f);
Visibility = Mathf.Max (0, Visibility);
FogMaterial.SetFloat ("_Visibility", Visibility);
GetComponent<Renderer>().sortingOrder = DrawOrder;
}
private static void ToggleKeyword (bool toggle, string keywordON, string keywordOFF)
{
Shader.DisableKeyword (toggle ? keywordOFF : keywordON);
Shader.EnableKeyword (toggle ? keywordON : keywordOFF);
}
}