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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Gaussian Blur"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Direction ("Direction (XY)", Vector) = (0, 0, 0, 0)
_Amount ("Blend factor (Float)", Float) = 1.0
}
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Blur
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
half2 _Direction;
struct fInput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
};
fInput vert(appdata_img v)
{
fInput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
float2 d1 = 1.3846153846 * _Direction;
float2 d2 = 3.2307692308 * _Direction;
o.uv1 = float4(o.uv + d1, o.uv - d1);
o.uv2 = float4(o.uv + d2, o.uv - d2);
return o;
}
half4 frag(fInput i) : SV_Target
{
half4 oc = tex2D(_MainTex, i.uv);
half3 c = oc.rgb * 0.2270270270;
c += tex2D(_MainTex, i.uv1.xy).rgb * 0.3162162162;
c += tex2D(_MainTex, i.uv1.zw).rgb * 0.3162162162;
c += tex2D(_MainTex, i.uv2.xy).rgb * 0.0702702703;
c += tex2D(_MainTex, i.uv2.zw).rgb * 0.0702702703;
return half4(c, oc.a);
}
ENDCG
}
// (1) Composite if _Amount is in ]0;1[
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Blurred;
half _Amount;
half4 frag(v2f_img i) : SV_Target
{
half4 oc = tex2D(_MainTex, i.uv);
half4 bc = tex2D(_Blurred, i.uv);
return lerp(oc, bc, _Amount);
}
ENDCG
}
}
FallBack off
}