VR模拟枪支打靶,消灭鬼怪,换弹以及上弦等等硬核枪支操作。 使用HTCVive设备,开启SteamVR进行游玩。
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89 lines
2.2 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/ShaderTest4"
{
Properties
{
_Color("Color Tint",Color) = (1,1,1,1)
_RampTex("Ramp Tex",2D) = "white" {}
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader
{
Tags { "RenderType"="Opaque"
"LightMode"="ForwardBase"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
UNITY_FOG_COORDS(1)
};
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
float4 _Specular;
float _Gloss;
v2f vert (appdata v)
{
v2f o;
//o.pos = UnityObjectToClipPos(v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _RampTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed halfLambert = 0.5 * dot(worldNormal,worldLightDir)+0.5;
fixed3 diffuseColor = tex2D(_RampTex,fixed2(halfLambert,halfLambert)).rgb;
fixed3 diffuse = _LightColor0.rgb * diffuseColor;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss);
// sample the texture
//fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}