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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Noise"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Params ("Seed (X) Strength (Y) Lum Contribution (Z)", Vector) = (0, 0, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half3 _Params;
half4 frag_mono(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
float n = simpleNoise(i.uv + _Params.x) * 2.0;
return lerp(color, color * n, _Params.y);
}
half4 frag_colored(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
float n = simpleNoise_fracLess(i.uv + _Params.x);
float nr = frac(n) * 2.0;
float ng = frac(n * 1.2154) * 2.0;
float nb = frac(n * 1.3453) * 2.0;
float na = frac(n * 1.3647) * 2.0;
return lerp(color, color * half4(nr, ng, nb, na), _Params.y);
}
half4 frag_mono_lum(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
float n = simpleNoise(i.uv + _Params.x) * 2.0;
half lum = luminance(color.rgb);
return lerp(color, color * n, _Params.y * (1.0 - lerp(0.0, lum, _Params.z)));
}
half4 frag_colored_lum(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
float n = simpleNoise_fracLess(i.uv + _Params.x);
float nr = frac(n) * 2.0;
float ng = frac(n * 1.2154) * 2.0;
float nb = frac(n * 1.3453) * 2.0;
float na = frac(n * 1.3647) * 2.0;
half lum = luminance(color.rgb);
return lerp(color, color * half4(nr, ng, nb, na), _Params.y * (1.0 - lerp(0.0, lum, _Params.z)));
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Monochrome
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_mono
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Colored
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_colored
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (2) Monochrome - Lum Contrib
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_mono_lum
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (3) Colored - Lum Contrib
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_colored_lum
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}