Files
Main/Assets/GameAssets/RawResources/shader/Ares/SceneT4M/T4M-2TexVP.shader
2025-01-25 04:38:09 +08:00

41 lines
1.5 KiB
GLSL

Shader "Ares/SceneT4M/T4M-2TexVP"
{
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" {}
_Splat0_BumpMap ( "Layer 1 Normal Map", 2D ) = "white" {}
_Splat1_BumpMap ( "Layer 2 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" = "2" "RenderType" = "Opaque" "Queue" = "Geometry+50" "GonbestBloomType"="BloomMask"}
LOD 250
UsePass "Gonbest/PBR/T4MPBRHelper/TWO"
}
SubShader
{
Tags {"SplatCount" = "2" "RenderType" = "Opaque" "Queue" = "Geometry+50" "GonbestBloomType"="BloomMask" }
LOD 100
UsePass "Gonbest/Legacy/T4MHelper/TWO"
}
}