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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Shadows Midtones Highlights"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Shadows ("Shadows (RGB)", Vector) = (1, 1, 1, 1)
_Midtones ("Midtones (RGB)", Vector) = (1, 1, 1, 1)
_Highlights ("Highlights (RGB)", Vector) = (1, 1, 1, 1)
_Amount ("Amount (Float)", Range(0, 1)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _Shadows; // Lift | Offset
half4 _Midtones; // Gamma
half4 _Highlights; // Gain | Slope
half _Amount;
half4 frag_lgg(v2f_img i) : SV_Target
{
half3 oc = tex2D(_MainTex, i.uv).rgb;
half3 color = oc + (_Shadows.rgb * 0.5 - 0.5) * (1.0 - oc);
color = saturate(color);
color *= _Highlights.rgb;
color = pow(color, 1.0 / _Midtones.rgb);
color = saturate(color);
return half4(lerp(oc, color, _Amount), 1.0);
}
half4 frag_cdl(v2f_img i) : SV_Target
{
half3 oc = tex2D(_MainTex, i.uv).rgb;
half3 color = oc * _Highlights.rgb;
color = saturate(color);
color = color + (_Shadows.rgb * 0.5 - 0.5);
color = saturate(color);
color = pow(color, 1.0 / _Midtones.rgb);
color = saturate(color);
return half4(lerp(oc, color, _Amount), 1.0);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) LGG
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_lgg
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) CDL
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_cdl
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}