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Main/Assets/GameAssets/RawResources/shader/Ares/Entity/Player_Distort.shader

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2025-01-25 04:38:09 +08:00
Shader "Ares/Entity/Player_Distort"
{
Properties
{
_Color ("Tint Color", Color) = (1, 1, 1, 1)
_ColorMultiplier("Color Multipler",Range(0,2)) = 1
_MainTex ("Base (RGB)", 2D) = "white" {}
_MaskTex ("Mask (R = flow mask)", 2D) = "white" {}
_FlowTex ("Flow (RGB)", 2D) = "black" {}
_FlowNoiseTex ("Flow Distort Noise Tex (RG)", 2D) = "white" {}
_FlowType ("Flow Type:(T<1,T<2,T<3,T>3)", Float) = 0
_FlowStrength("FlowStrength",Range(0,2)) = 1
_FlowSpeed ("Flow Speed", Float) = 1.0
_FlowTileCount("Flow Tile Count",Float) = 1
_FlowColor ("Flow Color", Color) = (1, 1, 1, 1)
_FlowColor2 ("Flow Color2", Color) = (1, 1, 1, 1)
_FlowForceX ("Flow Strength X", range (0,1)) = 0.1
_FlowForceY ("Flow Strength Y", range (0,1)) = 0.1
_FlowUseUV2 ("FlowUseUV2", Float) = 0
_BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {}
_BloomFactor("BloomFactor", float) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry-50" "GonbestBloomType"="BloomMask"}
LOD 220
UsePass "Gonbest/Legacy/BodyHelper/COMMON&DISTORT"
}
Fallback "Gonbest/FallBack/FBNothing"
}