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209 lines
5.6 KiB

Shader "KriptoFX/ME/Particle" {
Properties {
[HDR]_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Particle Texture", 2D) = "white" {}
[HideInInspector]_Cutout ("_Cutout", Float) = 0.2
[HideInInspector]_InvFade ("Soft Particles Factor", Float) = 1.0
[HideInInspector]_FresnelStr ("Fresnel Strength", Float) = 1.0
[HideInInspector]SrcMode ("SrcMode", int) = 5
[HideInInspector]DstMode ("DstMode", int) = 10
[HideInInspector]CullMode ("Cull Mode", int) = 2 //0 = off, 2=back
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "RFX1"="Particle"}
Blend [SrcMode] [DstMode]
Lighting On
Cull [CullMode]
ZWrite Off
SubShader {
Pass {
//ColorMask RGB
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma multi_compile BlendAdd BlendAlpha BlendMul BlendMul2
#pragma multi_compile VertLight_OFF VertLight4_ON VertLight4Normal_ON
#pragma multi_compile FrameBlend_OFF FrameBlend_ON
#pragma multi_compile SoftParticles_OFF SoftParticles_ON
#pragma multi_compile Clip_OFF Clip_ON Clip_ON_Alpha
#pragma multi_compile FresnelFade_OFF FresnelFade_ON
#pragma multi_compile _ _MOBILEDEPTH_ON
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _TintColor;
float _Cutout;
half _FresnelStr;
half _BloomThreshold;
struct appdata_t {
float4 vertex : POSITION;
float4 normal : NORMAL;
half4 color : COLOR;
#ifdef FrameBlend_OFF
float2 texcoord : TEXCOORD0;
#else
#if UNITY_VERSION == 600
float4 texcoords : TEXCOORD0;
float texcoordBlend : TEXCOORD1;
#else
float2 texcoord : TEXCOORD0;
float4 texcoordBlendFrame : TEXCOORD1;
#endif
#endif
};
struct v2f {
float4 vertex : SV_POSITION;
half4 color : COLOR;
#ifdef FrameBlend_OFF
float2 texcoord : TEXCOORD0;
#else
float4 texcoord : TEXCOORD0;
fixed blend : TEXCOORD1;
#endif
UNITY_FOG_COORDS(2)
//#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD3;
//#endif
#ifdef FresnelFade_ON
float fresnel : TEXCOORD4;
#endif
};
float3 VertexLight4 (float4 vertex)
{
float3 viewpos = UnityObjectToViewPos(vertex).xyz;
float3 light = 0;
//[unroll(4)]
for (int i = 0; i < 4; i++) {
float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;
float lengthSq = dot(toLight, toLight);
float atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z);
light += unity_LightColor[i].rgb * atten;
}
return light + unity_AmbientSky + unity_AmbientEquator / 10 + unity_AmbientGround / 10;
}
float3 ComputeVertexLight(float4 vert, float4 norm)
{
float3 light = 1;
#ifdef VertLight4_ON
light = VertexLight4(vert);
#endif
#ifdef VertLight4Normal_ON
light = ShadeVertexLights(vert, norm);;
#endif
return light;
}
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
//#endif
o.color = v.color;
o.color.rgb *= ComputeVertexLight(v.vertex, v.normal);
#ifdef FrameBlend_OFF
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
#else
#if UNITY_VERSION == 600
o.texcoord.xy = TRANSFORM_TEX(v.texcoords.xy, _MainTex);
o.texcoord.zw = TRANSFORM_TEX(v.texcoords.zw, _MainTex);
o.blend = v.texcoordBlend;
#else
o.texcoord.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.texcoord.zw = TRANSFORM_TEX(v.texcoordBlendFrame.xy, _MainTex);
o.blend = v.texcoordBlendFrame.z;
#endif
#endif
#ifdef FresnelFade_ON
o.fresnel = abs(dot(normalize(v.normal), normalize(ObjSpaceViewDir(v.vertex))));
o.fresnel = saturate((pow(o.fresnel, _FresnelStr)) * 2);
#endif
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D _CameraDepthTexture;
float _InvFade;
half4 frag (v2f i) : SV_Target
{
#ifdef SoftParticles_ON
#if defined (SOFTPARTICLES_ON) || defined (_MOBILEDEPTH_ON)
float z = tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r;
float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(z));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#else
#endif
#endif
#ifdef FrameBlend_OFF
half4 tex = tex2D(_MainTex, i.texcoord);
#else
//half4 tex = Tex2DInterpolated(_MainTex, i.texcoord, _Tiling);
half4 tex1 = tex2D(_MainTex, i.texcoord.xy);
half4 tex2 = tex2D(_MainTex, i.texcoord.zw);
half4 tex = lerp(tex1, tex2, i.blend);
#endif
half4 res = 2 * tex * _TintColor;
#ifdef Clip_ON
res.a = step(_Cutout, tex.a) * res.a;
#endif
#ifdef Clip_ON_Alpha
res.a = step(1-i.color.a + _Cutout, tex.a);
res.rgb *= i.color.rgb;
#endif
#if !defined(Clip_ON_Alpha)
res *= i.color;
#endif
res.a = saturate(res.a);
//res *= i.color;
#ifdef FresnelFade_ON
res.a *= i.fresnel;
#endif
#ifdef BlendAdd
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, half4(0,0,0,0));
#endif
#ifdef BlendAlpha
UNITY_APPLY_FOG(i.fogCoord, res);
#endif
#ifdef BlendMul
res = lerp(half4(1,1,1,1), res, res.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, half4(1,1,1,1)); // fog towards white due to our blend mode
#endif
#ifdef BlendMul2
res = lerp(half4(0.5,0.5,0.5,0.5), res, res.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, half4(0.5,0.5,0.5,0.5)); // fog towards gray due to our blend mode
#endif
return res;
}
ENDCG
}
}
}
CustomEditor "ME_CustomMaterialInspectorParticle"
}