Files
Main/Assets/GameAssets/RawResources/shader/Ares/Scene/Diffuse_Normal.shader
2025-01-25 04:38:09 +08:00

48 lines
1.7 KiB
GLSL

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"
}