//带有透明的边缘光处理 Shader "Ares/Entity/Monster_Boss_1" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _ColorMultiplier("Color Multipler",range(0,2)) = 1 _MainTex ("Base (R:颜色强度,G:流光信息,B:透明通道)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _BumpMap("Normal Map",2D) = "black"{} _BumpScale("Normal Map Scale",Range(0,2)) = 1 _RimColor("RimColor",Color) = ( 1, 1, 1, 1 ) _InnerColor("RimColor2",Color) = (1,1,1,1) _RimMultiplier("RimMultiplier",range(0,5)) = 1 _RimPower("RimPower",float) = 1 _FlowPower("FlowPower",float) = 3 _FlowFreq("FlowFreq",float) = 3 _ViewFixedDir("ViewFixedParam",Vector) = (0,0,0,0) _FlashFreq("FlashFreq",float) = 0 _ISUI("IsUI",float) = 0 } SubShader { //LOD 100 Tags {"Queue"="Transparent+50" "IgnoreProjector"="True" "RenderType"= "Opaque" "GonbestBloomType"="BloomMask"} UsePass "Gonbest/Function/DepthHelper/ONLYWRITEDEPTH&ALPHATEST" UsePass "Gonbest/Function/RimHelper/RIMLIGHT&ALPHA" } }