Unity Fresnel Hero(Dota2) Shader
Shader "HeroShader" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _RimColor ("Rim Color", Color) = (0.97,0.88,1,0.75) _RimPower ("Rim Power", Float) = 2.5 _Fresnel ("Fresnel Value", Float) = 0.28 _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Bump (RGB)", 2D) = "bump" {} _SpecularTex ("Specular Level (R) Gloss (G)", 2D) = "gray" {} _RimTex ("Rim ramp (RGB) Fresnel ramp (A)", 2D) = " grey" {} _WrapTex ("Wrap ramp (RGBA)", 2D) = "black" {} _Cutoff ("Alpha cutoff", Range (0,1)) = 0.5 } SubShader { Tags { "RenderType" = "Opaque" } AlphaTest Greater [_Cutoff] Blend Off Cull Off