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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// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "FireWing/Wing_Sub" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_TintColor ("Color", Color) = (0.5,0.5,0.5,1)
_Mask ("Mask", 2D) = "white" {}
_MaskNoice ("MaskNoice", 2D) = "black" {}
_Transparency ("Transparency", Range(0, 6)) = 3.692308
_Noice ("Noice", 2D) = "black" {}
_Reflective ("Reflective", 2D) = "white" {}
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend One One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu
#pragma target 3.0
uniform sampler2D _MaskNoice; uniform float4 _MaskNoice_ST;
uniform float4 _TintColor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform float _Transparency;
uniform sampler2D _Noice; uniform float4 _Noice_ST;
uniform sampler2D _Reflective; uniform float4 _Reflective_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_FOG_COORDS(1)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
////// Lighting:
////// Emissive:
float4 node_3497 = _Time;
float2 node_4167 = (i.uv0+node_3497.g*float2(-0.8,-0.8));
float4 _Noice_var = tex2D(_Noice,TRANSFORM_TEX(node_4167, _Noice));
float2 node_4930 = ((i.uv0+node_3497.g*float2(-0.3,-0.3))+_Noice_var.r*float2(0,0.4));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_4930, _MainTex));
float2 node_6768 = (i.uv0+node_3497.g*float2(-0.5,-0.6));
float4 _MaskNoice_var = tex2D(_MaskNoice,TRANSFORM_TEX(node_6768, _MaskNoice));
float2 node_1628 = (i.uv0+_MaskNoice_var.r*float2(0,0.1));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(node_1628, _Mask));
float2 node_2128 = (i.uv0+node_3497.g*float2(-0.7,0));
float4 _Reflective_var = tex2D(_Reflective,TRANSFORM_TEX(node_2128, _Reflective));
float3 emissive = (((_MainTex_var.rgb*_Transparency)*_Mask_var.rgb*_Reflective_var.a)*i.vertexColor.rgb*_TintColor.rgb*2.0);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG_COLOR(i.fogCoord, finalRGBA, fixed4(0,0,0,1));
return finalRGBA;
}
ENDCG
}
}
CustomEditor "ShaderForgeMaterialInspector"
}