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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Threshold"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Threshold ("Threshold", Range(0.0, 1.0)) = 0.5
_Range ("Noise Range", Range(0.0, 0.5)) = 0.2
}
CGINCLUDE
#include "UnityCG.cginc"
#include "./Colorful.cginc"
sampler2D _MainTex;
half _Threshold;
half _Range;
half4 frag(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half s = step(luminance(color.rgb), _Threshold);
color = lerp(half4(1.0, 1.0, 1.0, 1.0), half4(0.0, 0.0, 0.0, 0.0), s);
return color;
}
half4 frag_noise(v2f_img i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
half r = frac(sin(dot(i.uv, half2(12.9898, 78.233))) * 43758.5453) * _Range - _Range / 2.0;
half s = step(luminance(color.rgb), _Threshold + r);
color = lerp(half4(1.0, 1.0, 1.0, 1.0), half4(0.0, 0.0, 0.0, 0.0), s);
return color;
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_noise
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack off
}