Shader "Ares/Entity/Hair_Show" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _ColorMultiplier("Color Multipler",range(0,2)) = 1 _MainTex ("RG:各项异性光偏移&B:环境遮挡&A:透明度", 2D) = "white" {} _Cutoff ("CutOff", Range(0,1)) = 0.5 _SpecularShift("各项异性光偏移参数", Range( -1 , 1)) = -1 _SpecularPower1("各项异性光强度1",Range(0,1000)) = 300 _SpecularColor1("各项异性光颜色1", Color) = (0.5,0.5,0.5,1) _SpecularPower2 ("各项异性光强度2", Range(0, 100)) = 40 _SpecularColor2("各项异性光颜色2", Color) = (0.5,0.5,0.5,1) _SpecularRange("各项异性光范围", Range( 0 , 5)) = 0 _PBRInstensity("各向异性影响值", Range( 0 , 1)) = 0.5 _EnvDiffPower("间接散射光",Range(0,4)) = 1 _EnvSpecPower("间接高光",Range(0,4)) = 1 _EnvCube("环境光", Cube) = "grey" {} _BumpScale("法线比率",Range(0,2)) = 1 _BumpMap("法线贴图",2D) = "black"{} _MainLightPos("主光方向",Vector) = (0,0,0,1) _MainLightColor("主光颜色",Color) = (1,1,1,1) _ISUI("(> 0.5) is ui",float) = 0 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Transparent" "GonbestBloomType"="BloomMask"} UsePass "Gonbest/PBR/NewHairPBRHelper/WRITE&Z&A" UsePass "Gonbest/PBR/NewHairPBRHelper/WRITE&RGB&BASE" UsePass "Gonbest/PBR/NewHairPBRHelper/WRITE&BLEND&BACK" UsePass "Gonbest/PBR/NewHairPBRHelper/WRITE&BLEND&FRONT" } Fallback "Gonbest/FallBack/FBNothing" }