Shader "Ares/SceneT4M/T4M-4TexVP_Rain" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _ColorMultiplier("Color Multipler",range(0,2)) = 1 _Splat0 ( "Layer 1", 2D ) = "white" {} _Splat1 ( "Layer 2", 2D ) = "white" {} _Splat2 ( "Layer 3", 2D ) = "white" {} _Splat3 ( "Layer 4", 2D ) = "white" {} _Splat0_BumpMap ( "Layer 1 Normal Map", 2D ) = "white" {} _Splat1_BumpMap ( "Layer 2 Normal Map", 2D ) = "white" {} _Splat2_BumpMap ( "Layer 3 Normal Map", 2D ) = "white" {} _Splat3_BumpMap ( "Layer 4 Normal Map", 2D ) = "white" {} _Control ("Control (RGBA )", 2D ) = "white" {} _EnvPower("_EnvPower",float) = 0.1 //环境高亮的强度 _EnvCube("Env Cube", Cube) = "white" {} _NoiseMap ("_NoiseMap", 2D) = "white" {} _NoiseBumpMap ("_NoiseBumpMap", 2D) = "white" {} _NoiseTiling("_NoiseTiling",float) = 5.2 _NoisePower("_NoisePower",float) = 0.35 _BumpScale("_BumpScale",Range(0,2)) = 1 //发现比率 _Glossiness("_Smoothness",Range(0,1)) = 0.2 //光滑度 _Metallic("_Metallic",Range(0,1)) = 0 //金属度 _SpecularPower("_SpecularPower",Range(0,2)) = 0.8 //高亮强度 _RainStength("_RainStength",Range(0,10)) = 1 //雨的强度 _RainSpeed("_RainSpeed",Range(-2,2)) = 1 //雨的闪烁速度 _DiffuseColor ("Diffuse Color", Color) = (0.7, 0.7, 0.7, 0.7) } SubShader { Tags {"SplatCount" = "4" "RenderType" = "Opaque" "Queue" = "Geometry+50" "GonbestBloomType"="BloomMask"} LOD 250 UsePass "Gonbest/PBR/T4MPBRHelper/FOUR&RAIN" } SubShader { Tags {"SplatCount" = "4" "RenderType" = "Opaque" "Queue" = "Geometry+50" "GonbestBloomType"="BloomMask"} LOD 100 UsePass "Gonbest/Legacy/T4MHelper/FOUR" } }