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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Glitch"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// Interference
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#pragma target 3.0
sampler2D _MainTex;
half3 _Params; // x: speed, y: density, z: maxDisplace
inline half rand(half2 seed)
{
return frac(sin(dot(seed * floor(_Time.y * _Params.x), half2(127.1, 311.7))) * 43758.5453123);
}
inline half rand(half seed)
{
return rand(half2(seed, 1.0));
}
half4 frag(v2f_img i) : SV_Target
{
half2 rblock = rand(floor(i.uv * _Params.y));
half displaceNoise = pow(rblock.x, 8.0) * pow(rblock.x, 3.0) - pow(rand(7.2341), 17.0) * _Params.z;
half r = tex2D(_MainTex, i.uv).r;
half g = tex2D(_MainTex, i.uv + half2(displaceNoise * 0.05 * rand(7.0), 0.0)).g;
half b = tex2D(_MainTex, i.uv - half2(displaceNoise * 0.05 * rand(13.0), 0.0)).b;
return half4(r, g, b, 1.0);
}
ENDCG
}
// Tearing
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_tearing
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#include "./Glitch.cginc"
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_tearing
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#define ALLOW_FLIPPING
#include "./Glitch.cginc"
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_tearing
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#define YUV_COLOR_BLEEDING
#include "./Glitch.cginc"
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_tearing
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#define ALLOW_FLIPPING
#define YUV_COLOR_BLEEDING
#include "./Glitch.cginc"
ENDCG
}
}
FallBack off
}