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120 lines
3.3 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Ethical Motion/Particles/Lit" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Base (RGB)", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_Thickness ("Thickness Factor", Range(0.0, 1)) = 0.05
_AlphaInfluence ("Alpha channel influence", Range(0, 2)) = 0.5
_AlphaContrast ("Alpha channel contrast", Range(0,1)) = 0.5
_Cutoff ("Alpha cutoff", Range(0,1) ) = 0.5
_FadeStart ("Distance fade start", float) = 2.0
_FadeEnd ("Distance fade end", float) = 10.0
[HideInInspector] _AlphaMode ("_AlphaMode", float) = 0.0
[HideInInspector] _LightingMode("_LightingMode", float) = 0.0
[HideInInspector] _LightCount("_LightCount", float) = 0.0
[HideInInspector] _BlendMode ("_BlendMode", float) = 0.0
}
SubShader {
Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
Cull Back
Zwrite Off
CGPROGRAM
#pragma surface surf Smoke vertex:vert addshadow alpha:fade nodynlightmap nodirlightmap novertexlights noforwardadd
#pragma target 3.0
#include "EMParticleLighting.cginc"
#pragma shader_feature SOFTPARTICLE_ON __
#pragma shader_feature DISTANCEFADE_ON __
#pragma shader_feature ALPHAEROSION_ON __
#pragma shader_feature EMISSION_ON __
#pragma shader_feature BACKLIGHT_ON __
#pragma shader_feature ALPHATRANSMITANCE_ON __
sampler2D _MainTex;
fixed4 _TintColor;
#ifdef SOFTPARTICLE_ON
sampler2D _CameraDepthTexture;
fixed _InvFade;
#endif
struct Input {
float4 vertex : SV_POSITION;
float2 uv_MainTex;
float4 color : COLOR;
#ifdef SOFTPARTICLE_ON
float4 projPos : TEXCOORD1;
#endif
#ifdef DISTANCEFADE_ON
fixed distanceFade : TEXCOORD3;
#endif
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLE_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
#ifdef DISTANCEFADE_ON
//_FadeEnd and _FadeStart are defined in EMParticleVariables.cginc
o.distanceFade = DistanceFade(_FadeEnd, _FadeStart, mul(unity_ObjectToWorld, v.vertex).xyz);
#endif
}
void surf (Input i, inout SurfaceOutputSmoke o) {
fixed4 color = tex2D(_MainTex, i.uv_MainTex);
#ifdef ALPHATRANSMITANCE_ON
o.AlphaMap = color.a * i.color.a * _TintColor.a;
#endif
color.rgb *= _TintColor.rgb;
#ifdef ALPHAEROSION_ON
color.a = saturate(color.a - (1 - i.color.a));
#else
color.a *= i.color.a;
#endif
color.a *= _TintColor.a;
if (color.a < 0.003) discard;
#ifdef SOFTPARTICLE_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
color.a *= fade;
#endif
#ifdef DISTANCEFADE_ON
color.a *= i.distanceFade;
#endif
#ifdef EMISSION_ON
o.Emission = i.color.rgb;
#else
color.rgb *= i.color.rgb;
#endif
o.Albedo = color.rgb;
o.Alpha = color.a;
}
ENDCG
}
Fallback "Hidden/Ethical Motion/Particles/Lit Alpha Blend Shadow Fallback"
CustomEditor "EMMaterialInspector"
}