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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2.7 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "KriptoFX/ME/SlimeMobile" {
Properties{
_TintColor("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Emission Tex (A)", 2D) = "white" {}
_CutOut("CutOut (A)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_BumpAmt("Distortion", Float) = 10
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Offset -1,-1
Cull Off
Fog { Mode Off}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#pragma target 3.0
#include "UnityCG.cginc"
#pragma multi_compile DISTORT_ON DISTORT_OFF
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _CutOut;
samplerCUBE _Cube;
float _BumpAmt;
sampler2D _GrabTextureMobile;
float4 _GrabTextureMobile_TexelSize;
float4 _TintColor;
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_MainTex: TEXCOORD0;
half2 uv_BumpMap : TEXCOORD1;
half2 uv_CutOut : TEXCOORD2;
half4 grab : TEXCOORD3;
fixed4 color : COLOR;
};
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _CutOut_ST;
v2f vert(appdata_full v)
{
v2f o;
o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap);
o.uv_CutOut = TRANSFORM_TEX(v.texcoord, _CutOut);
o.vertex = UnityObjectToClipPos(v.vertex);
o.grab.xy = (half2(o.vertex.x, o.vertex.y * _ProjectionParams.x) + o.vertex.w) * 0.5;
o.grab.zw = o.vertex.w;
#if UNITY_SINGLE_PASS_STEREO
o.grab.xy = TransformStereoScreenSpaceTex(o.grab.xy, o.grab.w);
#endif
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : COLOR
{
#ifdef DISTORT_OFF
return 0;
#endif
half4 tex = tex2D(_MainTex, i.uv_MainTex);
half4 c = tex * _TintColor;
half4 cut = tex2D(_CutOut, i.uv_CutOut);
half3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap));
half2 offset = normal.rg * _BumpAmt * _GrabTextureMobile_TexelSize.xy * i.color.a;
i.grab.xy = offset * i.grab.z + i.grab.xy;
half4 col = tex2Dproj(_GrabTextureMobile, UNITY_PROJ_COORD(i.grab));
fixed gray = col.r * 0.3 + col.g * 0.59 + col.b * 0.11;
half3 emission = col.rgb*_TintColor.rgb;
return fixed4(emission, cut.a * _TintColor.a * i.color.r * i.color.a);
}
ENDCG
}
}
}
}