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Shader "SaberShad/MainRoleProAlpha"
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{
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Properties
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{
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// MainRole主要参数
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_MainTex("Base 2D", 2D) = "white"{}
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_Mask("Mask Texture", 2D) = "white" {}
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_MatcapTex("Matcap Texture", 2D) = "white" {}
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_AmbientColor("AmbientColor", Color) = (0.69, 0.69,0.69,1)
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_SunColor("SunColor", Color) = (1, 1, 1,1)
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_DarkShadow("DarkShadow", Color) = (0.745, 0.619, 0.905,1)
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_BrightShadow("BrightShadow", Color) = (0.843, 0.843, 0.843,1)
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_RimColor("RimColor", Color) = (0.278, 0.443, 0.831, 1)
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_Shadownol1("Shadownol1", Range(0, 1)) = 1
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_Shadownol2("Shadownol2", Range(0, 1)) = 0.5
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_ShadowDir("ShadowDir", vector) = (0.5, 0, 0, 1)
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_RimDir("RimDir", vector) = (-0.977, -0.23, 0.212, 1)
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_MatcapScale1("MatcapScale1", float) = 1
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_MatcapScale2("MatcapScale2", float) = 1
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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// 溶解效果主要参数
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[Toggle(_USE_DISSOLVE_EFFECT)] _DissolveToggle("Dissolve Enable", Float) = 1.0
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[Toggle(_USE_DISSOLVE_MAP)] _DissolveMapToggle("Use Dissolve Map", Float) = 1.0
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_DissolveMap("DissolveMap", 2D) = "white"{}
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_DissolveThreshold("Dissolve Threshold", Range(0,1)) = 0.7
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_DissolveFadeInColor("Dissolve Fade In Color", Color) = (1,1,1,1)
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_DissolveFadeInThreshold("Dissolve Fade In Threshold", Range(0,1)) = 0
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_DissolveFadeMidColor("Dissolve Fade Mid Color", Color) = (0,0,0,0)
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_DissolveFadeMidThreshold("Dissolve Fade Mid Threshold", Range(0,1)) = 0.8
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_DissolveFadeOutColor("Dissolve Fade Out Color", Color) = (1,1,1,1)
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_DissolveFadeOutThreshold("Dissolve Fade Out Threshold", Range(0,1)) = 0.8
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma shader_feature _USE_DISSOLVE_EFFECT
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#pragma shader_feature _USE_DISSOLVE_MAP
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#pragma vertex MainRoleVertexDefault
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#pragma fragment MainRoleTransparentFragment
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#include "MainRoleProEffectCG.cginc"
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ENDCG
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}
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}
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}
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