Shader "Ares/Entity/LocalWing_Show_AlphaTest" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _ColorMultiplier("Color Multipler",range(0,2)) = 1 _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _MainTex("Albedo", 2D) = "white" {} _BumpScale("Normal Map Scale",Range(0,2)) = 1 //发现比率 _BumpMap("Normal Map",2D) = "black"{} _Glossiness("Smoothness",Range(0,1)) = 0.2 //光滑度 _Metallic("Metallic",Range(0,1)) = 0 //光滑度 _MetallicTex("Metallic(R)&Glossiness(G)&Skin(B) Tex",2D) = "white"{} //金属度 _EnvDiffPower("Cube Diff Power",Range(0,4)) = 1 _EnvSpecPower("Cube Spec Power",Range(0,4)) = 1 _EnvCubeMipLevel("Cube MipLevel" , Range(0,100)) = 32 _EnvCube("Cube Map", Cube) = "grey" {} _DiffuseColor ("Diffuse Color", Color) = (0.7, 0.7, 0.7, 0.7) _SpecPower("SpecPower",Range(0,10)) = 1 _OA("OA",Range(0,1)) = 0.5 _MainLightPos("Main Light Pos",Vector) = (0,0,0,1) _MainLightColor("Main Light Color",Color) = (1,1,1,1) _FillInLightPos("Fill In Light Pos",Vector) = (0,0,0,0) _FillInLightColor("Fill In Light Color",Color) = (1,1,1,1) _ISUI("(> 0.5) is ui",float) = 0 _MaskTex("Flow(R)&Flash(G)&LogicColor(B) MaskTex",2D) = "black"{} //Mask贴图 _LogicColor("LogicColor", Color) = (0, 0, 0, 0) _SSSColor("SSSColor",Color) = (0,0,0,0) _BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {} _BloomFactor("BloomFactor", float) = 0 } SubShader { Tags {"Queue"="Transparent+50" "IgnoreProjector"="True" "RenderType"= "Opaque" "GonbestBloomType"="BloomMask"} LOD 250 UsePass "Gonbest/PBR/BodyPBRHelper/COMMON&ALPHATEST" } SubShader { Tags {"Queue"="Transparent+50" "IgnoreProjector"="True" "RenderType"= "Opaque" "GonbestBloomType"="BloomMask"} UsePass "Gonbest/Legacy/BodyHelper/COMMON&ALPHATEST" } Fallback "Gonbest/FallBack/FBNothing" }