Shader "Ares/Scene/Diffuse_Normal" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _ColorMultiplier("Color Multipler",range(0,2)) = 1 _MainTex("Base (RGB)", 2D) = "white" {} _BumpMap("Normal(RGB)",2D) = "black"{} _BumpScale("_BumpScale",Range(0,2)) = 1 //法线比率 _EnvCube("Env Cube", Cube) = "white" {} _EnvPower("_EnvPower",float) = 0.1 //环境高亮的强度 _NoiseMap ("_NoiseMap", 2D) = "white" {} _NoiseBumpMap ("_NoiseBumpMap", 2D) = "white" {} _NoiseTiling("_NoiseTiling",float) = 5.2 _NoisePower("_NoisePower",float) = 0.35 _Glossiness("_Glossiness",Range(0,1)) = 0.2 //光滑度 _Metallic("_Metallic",Range(0,1)) = 0 //金属度 _MetallicTex("Metallic(R)&Glossiness(G)&AO(B)",2D) = "white"{} //金属度 _SpecularPower("_SpecularPower",Range(0,2)) = 1 //高亮强度 _RainStength("_RainStength",Range(0,10)) = 0 //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) _BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {} _BloomFactor("BloomFactor", float) = 0 _ISUI("(> 0.5) is ui",float) = 0 [HideInInspector]_RainFactor("_RainFactor",Range(0,1)) = 0.5 //雨的影响因子 [HideInInspector]_RainScale("_RainScale",float) = 1 //雨的地面闪烁碎裂程度 } SubShader { Tags { "RenderType"="Opaque" "GonbestBloomType"="BloomMask"} LOD 250 UsePass "Gonbest/PBR/ScenePBRHelper/LIGHTMAP&SUNNY" } SubShader { Tags { "RenderType"="Opaque" "GonbestBloomType"="BloomMask"} LOD 100 UsePass "Gonbest/Legacy/SceneHelper/LIGHTMAP" } Fallback "Gonbest/FallBack/FBWithShadow" }