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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4.2 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "KriptoFX/ME/DistortPerlinMobile" {
Properties{
_TintColor("Main Color", Color) = (1,1,1,1)
[HDR]_RimColor("Rim Color", Color) = (1,1,1,0.5)
_BumpMap("Normalmap", 2D) = "bump" {}
_PerlinNoise("Perlin Noise Map (r)", 2D) = "white" {}
_DropWavesScale("Waves Scale (X) Height (YZ) Time (W)", Vector) = (1, 1, 1, 1)
_NoiseScale("Noize Scale (XYZ) Height (W)", Vector) = (1, 1, 1, 0.2)
_Speed("Distort Direction Speed (XY)", Vector) = (1,0,0,0)
_FPOW("FPOW Fresnel", Float) = 5.0
_R0("R0 Fresnel", Float) = 0.05
_BumpAmt("Distortion Scale", Float) = 10
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile DISTORT_ON DISTORT_OFF
#include "UnityCG.cginc"
sampler2D _BumpMap;
sampler2D _PerlinNoise;
sampler2D _GrabTexture;
half _GrabTextureScale;
float4 _GrabTexture_TexelSize;
float4 _TintColor;
float4 _RimColor;
float4 _Speed;
float4 _DropWavesScale;
float4 _NoiseScale;
float4 _BumpMap_ST;
float4 _Height_ST;
float4 _LightColor0;
float _BumpAmt;
float _FPOW;
float _R0;
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
half4 vertex : POSITION;
half2 uv_BumpMap : TEXCOORD0;
half4 grab : TEXCOORD1;
half3 viewDir : TEXCOORD3;
fixed4 color : COLOR;
half4 localPos : TEXCOORD4;
};
v2f vert(appdata_full v)
{
v2f o;
//////// Displacemnt by noise texture (rgb) and drop waves (a)
float4 oPos = UnityObjectToClipPos(v.vertex);
float3 wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
float4 coordNoise = float4(wpos * _NoiseScale.xyz, 0);
float4 coordDisplDrop = float4(wpos * _DropWavesScale.x, 0);
float4 tex1 = tex2Dlod(_PerlinNoise, coordNoise + float4(_Time.x * 2, _Time.x * 4, _Time.x * 1.5, 0) * _DropWavesScale);
float4 tex2 = tex2Dlod(_PerlinNoise, coordDisplDrop);
v.vertex.xyz += v.normal * _DropWavesScale.y * (tex2.a * 2 - 0.5) * 0.01;
v.vertex.xyz += v.normal*(_DropWavesScale.z * 0.005) + tex1.rgb * _NoiseScale.w - _NoiseScale.w / 2;
o.vertex = UnityObjectToClipPos(v.vertex);
//////////////////////////////////////////////////////////////
oPos += o.vertex;
o.grab.xy = (float2(oPos.x, oPos.y * _ProjectionParams.x) + oPos.w) * 0.5;
o.grab.zw = oPos.w;
#if UNITY_SINGLE_PASS_STEREO
o.grab.xy = TransformStereoScreenSpaceTex(o.grab.xy, o.grab.w);
#endif
o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap) + _Time.xx * _Speed.xy * _DropWavesScale;
o.color = v.color;
o.localPos = v.vertex;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
fixed4 frag(v2f i) : COLOR
{
#ifdef DISTORT_OFF
return 0;
#endif
fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap));
#ifdef UNITY_UV_STARTS_AT_TOP
half3 n = normalize(cross(ddx(i.localPos.xyz), ddy(i.localPos.xyz) * _ProjectionParams.x ));
#else
half3 n = normalize(cross(ddx(i.localPos.xyz), -ddy(i.localPos.xyz) * _ProjectionParams.x ));
#endif
half fresnelRim = saturate(1 - dot(n, i.viewDir));
fresnelRim = pow(fresnelRim, _FPOW);
fresnelRim = saturate(_R0 + (1.0 - _R0) * fresnelRim);
fresnelRim = fresnelRim*fresnelRim + fresnelRim;
half2 offset = normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy * i.color.a * _GrabTextureScale;
i.grab.xy = offset * i.grab.z + i.grab.xy;
half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.grab));
half3 emission = _RimColor * i.color.rgb;
emission = lerp(col.xyz * _TintColor.xyz, col.xyz * emission + emission / 2, saturate(fresnelRim));
return fixed4(emission, _TintColor.a * i.color.a);
}
ENDCG
}
}
}
}