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