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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Hue Saturation Value"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Master ("Master (HSV)", Vector) = (0, 0, 0, 0)
_Reds ("Reds (HSV)", Vector) = (0, 0, 0, 0)
_Yellows ("Yellows (HSV)", Vector) = (0, 0, 0, 0)
_Greens ("Greens (HSV)", Vector) = (0, 0, 0, 0)
_Cyans ("Cyans (HSV)", Vector) = (0, 0, 0, 0)
_Blues ("Blues (HSV)", Vector) = (0, 0, 0, 0)
_Magentas ("Magentas (HSV)", Vector) = (0, 0, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half4 _Master;
half4 _Reds;
half4 _Yellows;
half4 _Greens;
half4 _Cyans;
half4 _Blues;
half4 _Magentas;
half4 frag_simple(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half3 hsv = RGBtoHSV(color.rgb);
hsv.x = rot10(hsv.x + _Master.x);
hsv.y = hsv.y + _Master.y;
hsv.z = hsv.z + _Master.z;
return half4(HSVtoRGB(hsv), color.a);
}
half4 frag_advanced(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
// Master
half3 hsv = RGBtoHSV(color.rgb);
hsv.x = rot10(hsv.x + _Master.x);
hsv.y = hsv.y + _Master.y;
hsv.z = hsv.z + _Master.z;
half ts = 1.0 / 360.0;
half ts60 = ts * 60.0;
half4 c15_45_75_105 = half4(15.0, 45.0, 75.0, 105.0) * ts;
half4 c135_165_195_225 = half4(135.0, 165.0, 195.0, 225.0) * ts;
half4 c255_285_315_345 = half4(255.0, 285.0, 315.0, 345.0) * ts;
half dr, dy, dg, dc, db, dm;
// Reds
hsv.x = rot10(hsv + ts60);
dr = saturate(invlerp(c15_45_75_105.x, c15_45_75_105.y, hsv.x)) * (1.0 - saturate(invlerp(c15_45_75_105.z, c15_45_75_105.w, hsv.x)));
hsv.x = rot10(hsv - ts60);
// Yellow
dy = saturate(invlerp(c15_45_75_105.x, c15_45_75_105.y, hsv.x)) * (1.0 - saturate(invlerp(c15_45_75_105.z, c15_45_75_105.w, hsv.x)));
// Greens
dg = saturate(invlerp(c15_45_75_105.z, c15_45_75_105.w, hsv.x)) * (1.0 - saturate(invlerp(c135_165_195_225.x, c135_165_195_225.y, hsv.x)));
// Cyans
dc = saturate(invlerp(c135_165_195_225.x, c135_165_195_225.y, hsv.x)) * (1.0 - saturate(invlerp(c135_165_195_225.z, c135_165_195_225.w, hsv.x)));
// Blues
db = saturate(invlerp(c135_165_195_225.z, c135_165_195_225.w, hsv.x)) * (1.0 - saturate(invlerp(c255_285_315_345.x, c255_285_315_345.y, hsv.x)));
// Magentas
dm = saturate(invlerp(c255_285_315_345.x, c255_285_315_345.y, hsv.x)) * (1.0 - saturate(invlerp(c255_285_315_345.z, c255_285_315_345.w, hsv.x)));
hsv.x = rot10(hsv.x + dr * _Reds.x + dy * _Yellows.x + dg * _Greens.x + dc * _Cyans.x + db * _Blues.x + dm * _Magentas.x);
hsv.y = hsv.y + dr * _Reds.y + dy * _Yellows.y + dg * _Greens.y + dc * _Cyans.y + db * _Blues.y + dm * _Magentas.y;
hsv.z = hsv.z + dr * _Reds.z + dy * _Yellows.z + dg * _Greens.z + dc * _Cyans.z + db * _Blues.z + dm * _Magentas.z;
return half4(HSVtoRGB(hsv), color.a);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Simple
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_simple
#pragma fragmentoption ARB_precision_hint_fastest
#pragma glsl
#pragma exclude_renderers flash
ENDCG
}
// (1) Advanced
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_advanced
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#pragma glsl
#pragma exclude_renderers flash
ENDCG
}
}
FallBack off
}