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// Colorful FX - Unity Asset
// Copyright (c) 2015 - Thomas Hourdel
// http://www.thomashourdel.com
Shader "Hidden/Colorful/Wiggle"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Timer ("Timer", Float) = 0.0
_Scale ("Scale", Float) = 12.0
_Params ("Frequency (X) Amplitude (Y) Timer (Z)", Vector) = (0, 0, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half3 _Params;
half4 frag_simple(v2f_img i) : SV_Target
{
half2 t = i.uv;
t.x += sin(_Params.z + t.x * _Params.x) * _Params.y;
t.y += cos(_Params.z + t.y * _Params.x) * _Params.y - _Params.y;
return tex2D(_MainTex, t);
}
half2 shift(half2 uv)
{
half2 freq = _Params.x * (uv + _Params.z);
return cos(half2(cos(freq.x - freq.y) * cos(freq.y), sin(freq.x + freq.y) * sin(freq.y)));
}
half4 frag_complex(v2f_img i) : SV_Target
{
half2 p = shift(i.uv);
half2 q = shift(i.uv + 1.0);
half2 t = i.uv + _Params.y * (p - q);
return tex2D(_MainTex, t);
}
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
ENDCG
}
// (1) Complex
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_complex
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
ENDCG
}
}
FallBack off
}