//模型死亡时的Shader Shader "Ares/EntityState/Grown" { Properties { _Color ("Main Color", Color) = ( 1, 1, 1, 1) _ColorMultiplier("Color Multipler",range(0,2)) = 1 _MainTex ( "Base (RGB)", 2D ) = "white" {} [HideInInspector]_Color ("Main Color", Color) = (1, 1, 1, 1) [HideInInspector]_ColorMultiplier("Color Multipler",range(0,2)) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 [HideInInspector]_BumpScale("Normal Map Scale",Range(0,2)) = 1 //发现比率 [HideInInspector]_BumpMap("Normal Map",2D) = "black"{} [HideInInspector]_Glossiness("Smoothness",Range(0,1)) = 0.2 //光滑度 [HideInInspector]_Metallic("Metallic",Range(0,1)) = 0 //光滑度 [HideInInspector]_MetallicTex("Metallic(R)&Glossiness(G)&Skin(B) Tex",2D) = "white"{} //金属度 [HideInInspector]_EnvDiffPower("Cube Diff Power",Range(0,4)) = 1 [HideInInspector]_EnvSpecPower("Cube Spec Power",Range(0,4)) = 1 [HideInInspector]_EnvCubeMipLevel("Cube MipLevel" , Range(0,100)) = 32 [HideInInspector]_EnvCube("Cube Map", Cube) = "grey" {} [HideInInspector]_DiffuseColor ("Diffuse Color", Color) = (0.7, 0.7, 0.7, 0.7) [HideInInspector]_SpecPower("SpecPower",Range(0,10)) = 1 [HideInInspector]_OA("OA",Range(0,1)) = 0.5 [HideInInspector]_MainLightPos("Main Light Pos",Vector) = (0,0,0,1) [HideInInspector]_MainLightColor("Main Light Color",Color) = (1,1,1,1) [HideInInspector]_FillInLightPos("Fill In Light Pos",Vector) = (0,0,0,0) [HideInInspector]_FillInLightColor("Fill In Light Color",Color) = (1,1,1,1) [HideInInspector]_ISUI("(> 0.5) is ui",float) = 0 [HideInInspector]_MaskTex("Flow(R)&Flash(G)&LogicColor(B) MaskTex",2D) = "black"{} //Mask贴图 [HideInInspector]_LogicColor("LogicColor", Color) = (0, 0, 0, 0) [HideInInspector]_SSSColor("SSSColor",Color) = (0,0,0,0) [HideInInspector]_FlowTex ("Flow (RGB)", 2D) = "black" {} [HideInInspector]_FlowNoiseTex ("Flow Distort Noise Tex (RG)", 2D) = "white" {} [HideInInspector]_FlowType ("Flow Type:(T<1,T<2,T<3,T>3)", Float) = 0 [HideInInspector]_FlowStrength("FlowStrength",Range(0,2)) = 1 [HideInInspector]_FlowSpeed ("Flow Speed", Float) = 1.0 [HideInInspector]_FlowTileCount("Flow Tile Count",Float) = 1 [HideInInspector]_FlowColor ("Flow Color1", Color) = (1, 1, 1, 1) [HideInInspector]_FlowColor2("Flow Color2", Color) = (1, 1, 1, 1) [HideInInspector]_FlowForceX ("Flow Strength X", range (0,1)) = 0.1 [HideInInspector]_FlowForceY ("Flow Strength Y", range (0,1)) = 0.1 [HideInInspector]_FlowUseUV2 ("FlowUseUV2", Float) = 0 [HideInInspector]_FlashSpeed("FlashSpeed",Float) = 1 [HideInInspector]_FlashColor("FlashColor", Color) = (1, 1, 1, 1) [HideInInspector]_BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {} [HideInInspector]_BloomFactor("BloomFactor", float) = 0 } SubShader { Tags {"Queue" = "AlphaTest+50" "RenderType" = "Opaque" "GonbestBloomType"="BloomMask"} UsePass "Gonbest/Legacy/BodyHelper/COMMON&BLEND" } }