42 lines
1.6 KiB
Plaintext
42 lines
1.6 KiB
Plaintext
Shader "Ares/SceneT4M/T4M-3TexVP_NoiseLine"
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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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_Splat0 ( "Layer 1", 2D ) = "white" {}
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_Splat1 ( "Layer 2", 2D ) = "white" {}
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_Splat2 ( "Layer 3", 2D ) = "white" {}
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_Splat0_BumpMap ( "Layer 1 Normal Map", 2D ) = "white" {}
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_Splat1_BumpMap ( "Layer 2 Normal Map", 2D ) = "white" {}
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_Splat2_BumpMap ( "Layer 3 Normal Map", 2D ) = "white" {}
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_Control ("Control (RGBA )", 2D ) = "white" {}
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_EnvPower("_EnvPower",float) = 0.1 //环境高亮的强度
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_EnvCube("Env Cube", Cube) = "white" {}
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_NoiseMap ("_NoiseMap", 2D) = "white" {}
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_NoiseBumpMap ("_NoiseBumpMap", 2D) = "white" {}
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_NoiseTiling("_NoiseTiling",float) = 5.2
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_NoisePower("_NoisePower",float) = 0.35
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_BumpScale("_BumpScale",Range(0,2)) = 1 //发现比率
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_Glossiness("_Smoothness",Range(0,1)) = 0.2 //光滑度
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_Metallic("_Metallic",Range(0,1)) = 0 //金属度
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_SpecularPower("_SpecularPower",Range(0,2)) = 0.8 //高亮强度
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_RainStength("_RainStength",Range(0,10)) = 1 //雨的强度
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_RainSpeed("_RainSpeed",Range(-2,2)) = 1 //雨的闪烁速度
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_DiffuseColor ("Diffuse Color", Color) = (0.7, 0.7, 0.7, 0.7)
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}
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SubShader
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{
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Tags {"SplatCount" = "2" "RenderType" = "Opaque" "Queue" = "Geometry+50" "GonbestBloomType"="BloomMask"}
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LOD 250
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UsePass "Gonbest/PBR/T4MPBRHelper/THREE&NOISELINE"
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}
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SubShader
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{
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Tags {"SplatCount" = "3" "RenderType" = "Opaque" "Queue" = "Geometry+50" "GonbestBloomType"="BloomMask"}
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LOD 100
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UsePass "Gonbest/Legacy/T4MHelper/THREE"
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}
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}
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