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100 lines
3.0 KiB

Shader "KriptoFX/ME/DistortionMobile"
{
Properties
{ [Header(Main Settings)]
[Toggle(USE_MAINTEX)] _UseMainTex("Use Main Texture", Int) = 0
[HDR]_TintColor("Tint Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "black" {}
[Header(Height Settings)]
[Normal]_NormalTex ("Normal(RG) Alpha(A)", 2D) = "bump" {}
[HDR]_MainColor("Main Color", Color) = (1,1,1,1)
_Distortion ("Distortion", Float) = 100
[Toggle(USE_REFRACTIVE)] _UseRefractive("Use Refractive Distort", Int) = 0
_RefractiveStrength("Refractive Strength", Range (-1, 1)) = 0
[Toggle(USE_SOFT_PARTICLES)] _UseSoft("Use Soft Particles", Int) = 0
_InvFade("Soft Particles Factor", Float) = 3
[Space]
[Header(Height Settings)]
[Toggle(USE_HEIGHT)] _UseHeight("Use Height Map", Int) = 0
_HeightTex ("Height Tex", 2D) = "white" {}
_Height("_Height", Float) = 0.1
_HeightUVScrollDistort("Height UV Scroll(XY)", Vector) = (8, 12, 0, 0)
[Space]
[Header(Fresnel)]
[Toggle(USE_FRESNEL)] _UseFresnel("Use Fresnel", Int) = 0
[HDR]_FresnelColor("Fresnel Color", Color) = (0.5,0.5,0.5,1)
_FresnelPow ("Fresnel Pow", Float) = 5
_FresnelR0 ("Fresnel R0", Float) = 0.04
_FresnelDistort("Fresnel Distort", Float) = 1500
[Space]
[Header(Cutout)]
[Toggle(USE_CUTOUT)] _UseCutout("Use Cutout", Int) = 0
_CutoutTex ("Cutout Tex", 2D) = "white" {}
_Cutout("Cutout", Range(0, 1)) = 1
[HDR]_CutoutColor("Cutout Color", Color) = (1,1,1,1)
_CutoutThreshold("Cutout Threshold", Range(0, 1)) = 0.015
[Space]
[Header(Rendering)]
[Toggle] _ZWriteMode("ZWrite On?", Int) = 0
[Enum(Off,0,Front,1,Back,2)] _CullMode ("Culling", Float) = 2 //0 = off, 2=back
[Toggle(USE_ALPHA_CLIPING)] _UseAlphaCliping("Use Alpha Cliping", Int) = 0
_AlphaClip ("Alpha Clip Threshold", Float) = 10
[Toggle(USE_BLENDING)] _UseBlending("Use Blending", Int) = 0
}
SubShader
{
//GrabPass {
// "_GrabTexture"
//}
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
ZWrite [_ZWriteMode]
Cull [_CullMode]
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_particles
#pragma fragmentoption ARB_precision_hint_fastest
#pragma shader_feature USE_MAINTEX
#pragma shader_feature USE_REFRACTIVE
#pragma shader_feature USE_SOFT_PARTICLES
#pragma shader_feature USE_FRESNEL
#pragma shader_feature USE_CUTOUT
#pragma shader_feature USE_HEIGHT
#pragma shader_feature USE_ALPHA_CLIPING
#pragma shader_feature USE_BLENDING
#pragma multi_compile DISTORT_ON DISTORT_OFF
float4 _GrabTexture_TexelSize;
half _GrabTextureScale;
float2 GetGrabTexelSize(){ return _GrabTexture_TexelSize.xy * _GrabTextureScale; }
half2 GrabScreenPosXY(float4 vertex)
{
return (float2(vertex.x, vertex.y*_ProjectionParams.x) + vertex.w) * 0.5;
}
#include "UnityCG.cginc"
#include "ME_DistortPasses.cginc"
ENDCG
}
}
CustomEditor "ME_CustomShaderGUI"
}