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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Sharpen"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Params ("Strength (X) Clamp (Y) Pixel Size (ZW)", Vector) = (0.60, 0.05, 1, 1)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half4 _Params;
half4 frag_typeA(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half2 p = _Params.zw;
half2 p_h = p * 0.5;
half4 blur = tex2D(_MainTex, i.uv + half2( p_h.x, -p.y));
blur += tex2D(_MainTex, i.uv + half2( -p.x, -p_h.y));
blur += tex2D(_MainTex, i.uv + half2( p.x, p_h.y));
blur += tex2D(_MainTex, i.uv + half2(-p_h.x, p.y));
blur *= 0.25;
half4 lumaStrength = half4(0.222, 0.707, 0.071, 0.0) * _Params.x * 0.666;
half4 sharp = color - blur;
color += clamp(dot(sharp, lumaStrength), -_Params.y, _Params.y);
return color;
}
half4 frag_typeB(v2f_img i) : SV_Target
{
half2 p = _Params.zw;
half4 blur = tex2D( _MainTex, i.uv + half2(-p.x, -p.y) * 1.5);
blur += tex2D(_MainTex, i.uv + half2( p.x, -p.y) * 1.5);
blur += tex2D(_MainTex, i.uv + half2(-p.x, p.y) * 1.5);
blur += tex2D(_MainTex, i.uv + half2( p.x, p.y) * 1.5);
blur *= 0.25;
half4 center = tex2D(_MainTex, i.uv);
return center + (center - blur) * _Params.x;
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// (0) Type A
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_typeA
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// (1) Type B
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_typeB
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}