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" }