äºu  DIRECTIONALDIRLIGHTMAP_COMBINED LIGHTMAP_ON LIGHTPROBE_SH¥#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 unity_WorldTransformParams; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 unity_LightmapST; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec4 in_TANGENT0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; in highp vec4 in_TEXCOORD1; out highp vec2 vs_TEXCOORD0; out highp vec3 vs_TEXCOORD1; out highp vec3 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD5; out highp vec3 vs_TEXCOORD6; out highp vec3 vs_TEXCOORD7; out highp vec3 vs_TEXCOORD8; vec4 u_xlat0; vec4 u_xlat1; vec3 u_xlat2; float u_xlat9; void main() { u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; u_xlat1 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; vs_TEXCOORD2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; u_xlat0 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat9 = inversesqrt(u_xlat9); u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz; vs_TEXCOORD1.xyz = u_xlat0.xyz; vs_TEXCOORD3.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw; vs_TEXCOORD3.zw = vec2(0.0, 0.0); vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0); u_xlat1.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].yzx; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz; u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat9 = inversesqrt(u_xlat9); u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz; u_xlat2.xyz = u_xlat0.zxy * u_xlat1.xyz; u_xlat2.xyz = u_xlat0.yzx * u_xlat1.yzx + (-u_xlat2.xyz); u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w; u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz; vs_TEXCOORD6.y = u_xlat2.x; vs_TEXCOORD6.z = u_xlat0.x; vs_TEXCOORD6.x = u_xlat1.z; vs_TEXCOORD7.x = u_xlat1.x; vs_TEXCOORD8.x = u_xlat1.y; vs_TEXCOORD7.z = u_xlat0.y; vs_TEXCOORD8.z = u_xlat0.z; vs_TEXCOORD7.y = u_xlat2.y; vs_TEXCOORD8.y = u_xlat2.z; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform mediump vec4 _WorldSpaceLightPos0; uniform mediump vec4 unity_SHAr; uniform mediump vec4 unity_SHAg; uniform mediump vec4 unity_SHAb; uniform mediump vec4 unity_SHBr; uniform mediump vec4 unity_SHBg; uniform mediump vec4 unity_SHBb; uniform mediump vec4 unity_SHC; uniform mediump vec4 unity_Lightmap_HDR; uniform mediump vec4 _LightColor0; uniform mediump vec4 _Color; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D unity_Lightmap; UNITY_LOCATION(2) uniform mediump sampler2D unity_LightmapInd; in highp vec2 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD3; layout(location = 0) out mediump vec4 SV_Target0; mediump vec3 u_xlat16_0; vec4 u_xlat1; mediump vec4 u_xlat16_1; mediump vec3 u_xlat16_2; mediump vec3 u_xlat16_3; vec3 u_xlat4; mediump vec3 u_xlat16_4; mediump float u_xlat16_15; void main() { u_xlat16_0.x = vs_TEXCOORD1.y * vs_TEXCOORD1.y; u_xlat16_0.x = vs_TEXCOORD1.x * vs_TEXCOORD1.x + (-u_xlat16_0.x); u_xlat16_1 = vs_TEXCOORD1.yzzx * vs_TEXCOORD1.xyzz; u_xlat16_2.x = dot(unity_SHBr, u_xlat16_1); u_xlat16_2.y = dot(unity_SHBg, u_xlat16_1); u_xlat16_2.z = dot(unity_SHBb, u_xlat16_1); u_xlat16_0.xyz = unity_SHC.xyz * u_xlat16_0.xxx + u_xlat16_2.xyz; u_xlat1.xyz = vs_TEXCOORD1.xyz; u_xlat1.w = 1.0; u_xlat16_2.x = dot(unity_SHAr, u_xlat1); u_xlat16_2.y = dot(unity_SHAg, u_xlat1); u_xlat16_2.z = dot(unity_SHAb, u_xlat1); u_xlat16_0.xyz = u_xlat16_0.xyz + u_xlat16_2.xyz; u_xlat16_0.xyz = max(u_xlat16_0.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_1 = texture(unity_Lightmap, vs_TEXCOORD3.xy); u_xlat16_15 = log2(u_xlat16_1.w); u_xlat16_15 = u_xlat16_15 * unity_Lightmap_HDR.y; u_xlat16_15 = exp2(u_xlat16_15); u_xlat16_15 = u_xlat16_15 * unity_Lightmap_HDR.x; u_xlat16_2.xyz = u_xlat16_1.xyz * vec3(u_xlat16_15); u_xlat16_1 = texture(unity_LightmapInd, vs_TEXCOORD3.xy); u_xlat16_3.xyz = u_xlat16_1.xyz + vec3(-0.5, -0.5, -0.5); u_xlat4.x = max(u_xlat16_1.w, 9.99999975e-05); u_xlat16_15 = dot(vs_TEXCOORD1.xyz, u_xlat16_3.xyz); u_xlat16_15 = u_xlat16_15 + 0.5; u_xlat16_2.xyz = vec3(u_xlat16_15) * u_xlat16_2.xyz; u_xlat4.xyz = u_xlat16_2.xyz / u_xlat4.xxx; u_xlat16_0.xyz = u_xlat16_0.xyz + u_xlat4.xyz; u_xlat16_4.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat4.xyz = u_xlat16_4.xyz * _Color.xyz; u_xlat16_0.xyz = u_xlat16_0.xyz * u_xlat4.xyz; u_xlat16_2.xyz = u_xlat4.xyz * _LightColor0.xyz; u_xlat16_15 = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz); u_xlat16_15 = max(u_xlat16_15, 0.0); SV_Target0.xyz = u_xlat16_2.xyz * vec3(u_xlat16_15) + u_xlat16_0.xyz; SV_Target0.w = 1.0; return; } #endif 7$Globals° _WorldSpaceLightPos0 unity_SHAr unity_SHAg unity_SHAb0 unity_SHBr@ unity_SHBgP unity_SHBb` unity_SHCpunity_Lightmap_HDR€ _LightColor0_Color unity_LightmapSTÐ _MainTex_STà_MainTexunity_Lightmapunity_LightmapInd$Globals