l u  DIRLIGHTMAP_COMBINEDEVALUATE_SH_VERTEX LIGHTMAP_ONLOD_FADE_CROSSFADE_ADDITIONAL_LIGHTS_ADDITIONAL_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT\#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_MatrixVP[4]; #if HLSLCC_ENABLE_UNIFORM_BUFFERS UNITY_BINDING(0) uniform UnityPerDraw { #endif UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_WorldToObject[4]; UNITY_UNIFORM vec4 unity_LODFade; UNITY_UNIFORM mediump vec4 unity_WorldTransformParams; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RenderingLayer; UNITY_UNIFORM mediump vec4 unity_LightData; UNITY_UNIFORM mediump vec4 unity_LightIndices[2]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_ProbesOcclusion; UNITY_UNIFORM mediump vec4 unity_SpecCube0_HDR; UNITY_UNIFORM mediump vec4 unity_SpecCube1_HDR; UNITY_UNIFORM vec4 unity_SpecCube0_BoxMax; UNITY_UNIFORM vec4 unity_SpecCube0_BoxMin; UNITY_UNIFORM vec4 unity_SpecCube0_ProbePosition; UNITY_UNIFORM vec4 unity_SpecCube1_BoxMax; UNITY_UNIFORM vec4 unity_SpecCube1_BoxMin; UNITY_UNIFORM vec4 unity_SpecCube1_ProbePosition; UNITY_UNIFORM vec4 unity_LightmapST; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHAr; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHAg; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHAb; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHBr; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHBg; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHBb; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHC; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RendererBounds_Min; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RendererBounds_Max; UNITY_UNIFORM vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousM[4]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousMI[4]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_MotionVectorsParams; #if HLSLCC_ENABLE_UNIFORM_BUFFERS }; #endif #if HLSLCC_ENABLE_UNIFORM_BUFFERS UNITY_BINDING(1) uniform UnityPerMaterial { #endif UNITY_UNIFORM vec4 _BaseMap_ST; UNITY_UNIFORM vec4 Xhlslcc_UnusedX_DetailAlbedoMap_ST; UNITY_UNIFORM mediump vec4 _BaseColor; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedX_SpecColor; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedX_EmissionColor; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_Cutoff; UNITY_UNIFORM mediump float _Smoothness; UNITY_UNIFORM mediump float _Metallic; UNITY_UNIFORM mediump float _BumpScale; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_Parallax; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_OcclusionStrength; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_ClearCoatMask; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_ClearCoatSmoothness; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_DetailAlbedoMapScale; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_DetailNormalMapScale; UNITY_UNIFORM mediump float _Surface; #if HLSLCC_ENABLE_UNIFORM_BUFFERS }; #endif in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in highp vec4 in_TANGENT0; in highp vec2 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; out highp vec2 vs_TEXCOORD0; out mediump float vs_TEXCOORD5; out highp vec3 vs_TEXCOORD1; out highp vec3 vs_TEXCOORD2; out mediump vec4 vs_TEXCOORD3; out highp vec2 vs_TEXCOORD8; vec4 u_xlat0; vec4 u_xlat1; float u_xlat6; bool u_xlatb6; void main() { vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz; u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; vs_TEXCOORD1.xyz = u_xlat0.xyz; u_xlat1.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat1.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat1.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat6 = max(u_xlat6, 1.17549435e-38); u_xlat6 = inversesqrt(u_xlat6); vs_TEXCOORD2.xyz = vec3(u_xlat6) * u_xlat1.xyz; u_xlat1.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz; u_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat6 = max(u_xlat6, 1.17549435e-38); u_xlat6 = inversesqrt(u_xlat6); u_xlat1.xyz = vec3(u_xlat6) * u_xlat1.xyz; u_xlatb6 = unity_WorldTransformParams.w>=0.0; u_xlat6 = (u_xlatb6) ? 1.0 : -1.0; u_xlat1.w = u_xlat6 * in_TANGENT0.w; vs_TEXCOORD3 = u_xlat1; vs_TEXCOORD5 = 0.0; vs_TEXCOORD8.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; gl_Position = u_xlat0 + hlslcc_mtx4x4unity_MatrixVP[3]; return; } #endif #ifdef FRAGMENT #version 300 es #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #endif 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 vec4 ImmCB_0[4]; uniform mediump vec4 _GlossyEnvironmentCubeMap_HDR; uniform vec4 _ScaledScreenParams; uniform vec2 _GlobalMipBias; uniform vec4 _MainLightPosition; uniform mediump vec4 _MainLightColor; uniform mediump vec4 _AmbientOcclusionParam; uniform mediump vec4 _AdditionalLightsCount; uniform vec4 _AdditionalLightsPosition[16]; uniform mediump vec4 _AdditionalLightsColor[16]; uniform mediump vec4 _AdditionalLightsAttenuation[16]; uniform mediump vec4 _AdditionalLightsSpotDir[16]; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_OrthoParams; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform vec4 hlslcc_mtx4x4_MainLightWorldToShadow[20]; uniform vec4 _CascadeShadowSplitSpheres0; uniform vec4 _CascadeShadowSplitSpheres1; uniform vec4 _CascadeShadowSplitSpheres2; uniform vec4 _CascadeShadowSplitSpheres3; uniform vec4 _CascadeShadowSplitSphereRadii; uniform vec4 _MainLightShadowOffset0; uniform vec4 _MainLightShadowOffset1; uniform vec4 _MainLightShadowParams; uniform vec4 _MainLightShadowmapSize; uniform vec4 _AdditionalShadowOffset0; uniform vec4 _AdditionalShadowOffset1; uniform vec4 _AdditionalShadowFadeParams; uniform vec4 _AdditionalShadowmapSize; uniform vec4 _AdditionalShadowParams[16]; uniform vec4 hlslcc_mtx4x4_AdditionalLightsWorldToShadow[64]; uniform float _DitheringTextureInvSize; #if HLSLCC_ENABLE_UNIFORM_BUFFERS UNITY_BINDING(0) uniform UnityPerDraw { #endif UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_WorldToObject[4]; UNITY_UNIFORM vec4 unity_LODFade; UNITY_UNIFORM mediump vec4 unity_WorldTransformParams; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RenderingLayer; UNITY_UNIFORM mediump vec4 unity_LightData; UNITY_UNIFORM mediump vec4 unity_LightIndices[2]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_ProbesOcclusion; UNITY_UNIFORM mediump vec4 unity_SpecCube0_HDR; UNITY_UNIFORM mediump vec4 unity_SpecCube1_HDR; UNITY_UNIFORM vec4 unity_SpecCube0_BoxMax; UNITY_UNIFORM vec4 unity_SpecCube0_BoxMin; UNITY_UNIFORM vec4 unity_SpecCube0_ProbePosition; UNITY_UNIFORM vec4 unity_SpecCube1_BoxMax; UNITY_UNIFORM vec4 unity_SpecCube1_BoxMin; UNITY_UNIFORM vec4 unity_SpecCube1_ProbePosition; UNITY_UNIFORM vec4 unity_LightmapST; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHAr; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHAg; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHAb; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHBr; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHBg; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHBb; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SHC; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RendererBounds_Min; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RendererBounds_Max; UNITY_UNIFORM vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousM[4]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousMI[4]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_MotionVectorsParams; #if HLSLCC_ENABLE_UNIFORM_BUFFERS }; #endif #if HLSLCC_ENABLE_UNIFORM_BUFFERS UNITY_BINDING(1) uniform UnityPerMaterial { #endif UNITY_UNIFORM vec4 _BaseMap_ST; UNITY_UNIFORM vec4 Xhlslcc_UnusedX_DetailAlbedoMap_ST; UNITY_UNIFORM mediump vec4 _BaseColor; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedX_SpecColor; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedX_EmissionColor; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_Cutoff; UNITY_UNIFORM mediump float _Smoothness; UNITY_UNIFORM mediump float _Metallic; UNITY_UNIFORM mediump float _BumpScale; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_Parallax; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_OcclusionStrength; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_ClearCoatMask; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_ClearCoatSmoothness; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_DetailAlbedoMapScale; UNITY_UNIFORM mediump float Xhlslcc_UnusedX_DetailNormalMapScale; UNITY_UNIFORM mediump float _Surface; #if HLSLCC_ENABLE_UNIFORM_BUFFERS }; #endif UNITY_LOCATION(0) uniform mediump samplerCube _GlossyEnvironmentCubeMap; UNITY_LOCATION(1) uniform mediump samplerCube unity_SpecCube0; UNITY_LOCATION(2) uniform mediump samplerCube unity_SpecCube1; UNITY_LOCATION(3) uniform mediump sampler2D unity_Lightmap; UNITY_LOCATION(4) uniform mediump sampler2D unity_LightmapInd; UNITY_LOCATION(5) uniform mediump sampler2D _BaseMap; UNITY_LOCATION(6) uniform mediump sampler2D _BumpMap; UNITY_LOCATION(7) uniform mediump sampler2D _ScreenSpaceOcclusionTexture; UNITY_LOCATION(8) uniform mediump sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(9) uniform mediump sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; UNITY_LOCATION(10) uniform mediump sampler2D _AdditionalLightsShadowmapTexture; UNITY_LOCATION(11) uniform mediump sampler2DShadow hlslcc_zcmp_AdditionalLightsShadowmapTexture; UNITY_LOCATION(12) uniform mediump sampler2D _DitheringTexture; in highp vec2 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; in highp vec3 vs_TEXCOORD2; in mediump vec4 vs_TEXCOORD3; in highp vec2 vs_TEXCOORD8; layout(location = 0) out mediump vec4 SV_Target0; float u_xlat0; mediump vec4 u_xlat16_0; mediump vec4 u_xlat16_1; vec3 u_xlat2; mediump vec2 u_xlat16_2; bool u_xlatb2; mediump vec3 u_xlat16_3; vec4 u_xlat4; mediump vec4 u_xlat16_4; bvec4 u_xlatb4; vec3 u_xlat5; mediump vec4 u_xlat16_5; vec3 u_xlat6; uint u_xlatu6; bool u_xlatb6; vec3 u_xlat7; mediump vec4 u_xlat16_7; vec3 u_xlat8; mediump vec4 u_xlat16_8; mediump vec3 u_xlat16_9; mediump vec3 u_xlat16_10; mediump vec3 u_xlat16_11; mediump float u_xlat16_12; mediump vec4 u_xlat16_13; mediump vec3 u_xlat16_14; mediump vec4 u_xlat16_15; mediump vec4 u_xlat16_16; mediump vec4 u_xlat16_17; mediump vec4 u_xlat16_18; mediump vec4 u_xlat16_19; mediump vec4 u_xlat16_20; mediump vec4 u_xlat16_21; vec3 u_xlat22; mediump vec4 u_xlat16_22; bvec3 u_xlatb22; vec3 u_xlat23; bvec3 u_xlatb23; vec3 u_xlat24; vec3 u_xlat25; bvec3 u_xlatb25; float u_xlat26; bvec3 u_xlatb26; mediump vec2 u_xlat16_27; float u_xlat28; mediump float u_xlat16_28; bool u_xlatb28; float u_xlat34; uint u_xlatu34; bool u_xlatb34; mediump float u_xlat16_40; mediump vec3 u_xlat16_43; vec3 u_xlat53; float u_xlat56; mediump float u_xlat16_56; mediump float u_xlat16_59; float u_xlat62; int u_xlati62; uint u_xlatu62; bool u_xlatb62; float u_xlat68; mediump vec2 u_xlat16_68; mediump vec2 u_xlat16_69; mediump vec2 u_xlat16_70; mediump vec2 u_xlat16_71; mediump vec2 u_xlat16_72; mediump vec2 u_xlat16_73; mediump vec2 u_xlat16_76; mediump vec2 u_xlat16_77; float u_xlat81; float u_xlat84; mediump float u_xlat16_84; int u_xlati84; uint u_xlatu84; bool u_xlatb84; float u_xlat86; mediump float u_xlat16_86; bool u_xlatb86; mediump float u_xlat16_87; float u_xlat90; mediump float u_xlat16_90; int u_xlati90; bool u_xlatb90; float u_xlat93; mediump float u_xlat16_93; mediump float u_xlat16_94; mediump float u_xlat16_95; mediump float u_xlat16_96; mediump float u_xlat16_98; mediump float u_xlat16_99; float u_xlat107; float u_xlat108; mediump float u_xlat16_108; int u_xlati108; bool u_xlatb108; float u_xlat109; mediump float u_xlat16_109; void main() { ImmCB_0[0] = vec4(1.0,0.0,0.0,0.0); ImmCB_0[1] = vec4(0.0,1.0,0.0,0.0); ImmCB_0[2] = vec4(0.0,0.0,1.0,0.0); ImmCB_0[3] = vec4(0.0,0.0,0.0,1.0); vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w); u_xlat16_0 = texture(_BaseMap, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlat16_1 = u_xlat16_0 * _BaseColor; u_xlat16_2.xy = texture(_BumpMap, vs_TEXCOORD0.xy, _GlobalMipBias.x).yw; u_xlat16_3.xy = u_xlat16_2.yx * vec2(2.0, 2.0) + vec2(-1.0, -1.0); u_xlat16_59 = dot(u_xlat16_3.xy, u_xlat16_3.xy); u_xlat16_59 = min(u_xlat16_59, 1.0); u_xlat16_59 = (-u_xlat16_59) + 1.0; u_xlat16_59 = sqrt(u_xlat16_59); u_xlat16_4.z = max(u_xlat16_59, 1.00000002e-16); u_xlat16_4.xy = u_xlat16_3.xy * vec2(vec2(_BumpScale, _BumpScale)); u_xlat2.xy = hlslcc_FragCoord.xy * vec2(vec2(_DitheringTextureInvSize, _DitheringTextureInvSize)); u_xlat16_84 = texture(_DitheringTexture, u_xlat2.xy, _GlobalMipBias.x).w; u_xlatb2 = unity_LODFade.x>=0.0; u_xlat84 = (u_xlatb2) ? abs(u_xlat16_84) : -abs(u_xlat16_84); u_xlat84 = (-u_xlat84) + unity_LODFade.x; u_xlatb84 = u_xlat84<0.0; if(u_xlatb84){discard;} u_xlatb84 = unity_OrthoParams.w==0.0; u_xlat2.xyz = (-vs_TEXCOORD1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat86 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat86 = inversesqrt(u_xlat86); u_xlat2.xyz = vec3(u_xlat86) * u_xlat2.xyz; u_xlat16_3.x = (u_xlatb84) ? u_xlat2.x : hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat16_3.y = (u_xlatb84) ? u_xlat2.y : hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat16_3.z = (u_xlatb84) ? u_xlat2.z : hlslcc_mtx4x4unity_MatrixV[2].z; u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD3.yzx; u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD3.zxy + (-u_xlat2.xyz); u_xlat2.xyz = u_xlat2.xzy * vs_TEXCOORD3.www; u_xlat5.x = vs_TEXCOORD3.x; u_xlat5.y = u_xlat2.x; u_xlat5.z = vs_TEXCOORD2.x; u_xlat5.x = dot(u_xlat16_4.xyz, u_xlat5.xyz); u_xlat6.x = vs_TEXCOORD3.y; u_xlat6.y = u_xlat2.z; u_xlat6.z = vs_TEXCOORD2.y; u_xlat5.y = dot(u_xlat16_4.xyz, u_xlat6.xyz); u_xlat2.x = vs_TEXCOORD3.z; u_xlat2.z = vs_TEXCOORD2.z; u_xlat5.z = dot(u_xlat16_4.xyz, u_xlat2.xyz); u_xlat84 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat84 = inversesqrt(u_xlat84); u_xlat2.xyz = vec3(u_xlat84) * u_xlat5.xyz; u_xlat5.xyz = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres0.xyz); u_xlat6.xyz = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres1.xyz); u_xlat7.xyz = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres2.xyz); u_xlat8.xyz = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres3.xyz); u_xlat4.x = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat4.y = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlat4.z = dot(u_xlat7.xyz, u_xlat7.xyz); u_xlat4.w = dot(u_xlat8.xyz, u_xlat8.xyz); u_xlatb4 = lessThan(u_xlat4, _CascadeShadowSplitSphereRadii); u_xlat16_5.x = (u_xlatb4.x) ? float(1.0) : float(0.0); u_xlat16_5.y = (u_xlatb4.y) ? float(1.0) : float(0.0); u_xlat16_5.z = (u_xlatb4.z) ? float(1.0) : float(0.0); u_xlat16_5.w = (u_xlatb4.w) ? float(1.0) : float(0.0); u_xlat16_9.x = (u_xlatb4.x) ? float(-1.0) : float(-0.0); u_xlat16_9.y = (u_xlatb4.y) ? float(-1.0) : float(-0.0); u_xlat16_9.z = (u_xlatb4.z) ? float(-1.0) : float(-0.0); u_xlat16_9.xyz = u_xlat16_5.yzw + u_xlat16_9.xyz; u_xlat16_5.yzw = max(u_xlat16_9.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_87 = dot(u_xlat16_5, vec4(4.0, 3.0, 2.0, 1.0)); u_xlat16_87 = (-u_xlat16_87) + 4.0; u_xlatu84 = uint(u_xlat16_87); u_xlati84 = int(int(u_xlatu84) << (2 & int(0x1F))); u_xlat6.xyz = vs_TEXCOORD1.yyy * hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati84 + 1)].xyz; u_xlat6.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[u_xlati84].xyz * vs_TEXCOORD1.xxx + u_xlat6.xyz; u_xlat6.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati84 + 2)].xyz * vs_TEXCOORD1.zzz + u_xlat6.xyz; u_xlat6.xyz = u_xlat6.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati84 + 3)].xyz; u_xlat16_4 = texture(unity_LightmapInd, vs_TEXCOORD8.xy, _GlobalMipBias.x); u_xlat16_5 = texture(unity_Lightmap, vs_TEXCOORD8.xy, _GlobalMipBias.x); u_xlat16_87 = log2(abs(u_xlat16_5.w)); u_xlat16_87 = u_xlat16_87 * 2.20000005; u_xlat16_87 = exp2(u_xlat16_87); u_xlat16_87 = u_xlat16_87 * 34.4932404; u_xlat16_9.xyz = vec3(u_xlat16_87) * u_xlat16_5.xyz; u_xlat16_10.xyz = u_xlat16_4.xyz + vec3(-0.5, -0.5, -0.5); u_xlat84 = dot(u_xlat2.xyz, u_xlat16_10.xyz); u_xlat84 = u_xlat84 + 0.5; u_xlat16_9.xyz = vec3(u_xlat84) * u_xlat16_9.xyz; u_xlat16_87 = max(u_xlat16_4.w, 9.99999975e-05); u_xlat16_9.xyz = u_xlat16_9.xyz / vec3(u_xlat16_87); u_xlat7.xy = vec2(1.0) / vec2(_ScaledScreenParams.xy); u_xlat7.xy = u_xlat7.xy * hlslcc_FragCoord.xy; u_xlat16_87 = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_93 = (-u_xlat16_87) + _Smoothness; u_xlat16_10.xyz = u_xlat16_1.xyz * vec3(u_xlat16_87); u_xlat16_11.xyz = u_xlat16_0.xyz * _BaseColor.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991); u_xlat16_11.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991); u_xlat16_87 = (-_Smoothness) + 1.0; u_xlat16_94 = u_xlat16_87 * u_xlat16_87; u_xlat16_94 = max(u_xlat16_94, 0.0078125); u_xlat16_95 = u_xlat16_94 * u_xlat16_94; u_xlat16_93 = u_xlat16_93 + 1.0; u_xlat16_93 = clamp(u_xlat16_93, 0.0, 1.0); u_xlat16_12 = u_xlat16_94 * 4.0 + 2.0; u_xlat16_0.x = texture(_ScreenSpaceOcclusionTexture, u_xlat7.xy, _GlobalMipBias.x).x; u_xlat16_40 = (-_AmbientOcclusionParam.x) + 1.0; u_xlat16_40 = u_xlat16_0.x + u_xlat16_40; u_xlat16_40 = clamp(u_xlat16_40, 0.0, 1.0); u_xlat0 = u_xlat16_40 + -1.0; u_xlat0 = _AmbientOcclusionParam.w * u_xlat0 + 1.0; u_xlatb28 = 0.0<_MainLightShadowParams.y; if(u_xlatb28){ u_xlatb28 = _MainLightShadowParams.y==1.0; if(u_xlatb28){ u_xlat4 = u_xlat6.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat4.xy,u_xlat6.z); u_xlat16_5.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat4.zw,u_xlat6.z); u_xlat16_5.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat4 = u_xlat6.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat4.xy,u_xlat6.z); u_xlat16_5.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat4.zw,u_xlat6.z); u_xlat16_5.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat16_68.x = dot(u_xlat16_5, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb28 = _MainLightShadowParams.y==2.0; if(u_xlatb28){ u_xlat16_13.xy = u_xlat6.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_13.xy = floor(u_xlat16_13.xy); u_xlat16_69.xy = u_xlat6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_13.xy); u_xlat16_4 = u_xlat16_69.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_14.xy = u_xlat16_5.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_70.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_69.xy); u_xlat16_15.xy = (-u_xlat16_69.xy) + vec2(1.0, 1.0); u_xlat16_71.xy = min(u_xlat16_69.xy, vec2(0.0, 0.0)); u_xlat16_71.xy = (-u_xlat16_71.xy) * u_xlat16_71.xy + u_xlat16_15.xy; u_xlat16_69.xy = max(u_xlat16_69.xy, vec2(0.0, 0.0)); u_xlat16_69.xy = (-u_xlat16_69.xy) * u_xlat16_69.xy + u_xlat16_4.yw; u_xlat16_71.xy = u_xlat16_71.xy + vec2(1.0, 1.0); u_xlat16_69.xy = u_xlat16_69.xy + vec2(1.0, 1.0); u_xlat16_5.xy = u_xlat16_70.xy * vec2(0.159999996, 0.159999996); u_xlat16_7.xy = u_xlat16_15.xy * vec2(0.159999996, 0.159999996); u_xlat16_8.xy = u_xlat16_71.xy * vec2(0.159999996, 0.159999996); u_xlat16_15.xy = u_xlat16_69.xy * vec2(0.159999996, 0.159999996); u_xlat16_69.xy = u_xlat16_4.yw * vec2(0.159999996, 0.159999996); u_xlat16_5.z = u_xlat16_8.x; u_xlat16_5.w = u_xlat16_69.x; u_xlat16_7.z = u_xlat16_15.x; u_xlat16_7.w = u_xlat16_14.x; u_xlat16_4 = u_xlat16_5.zwxz + u_xlat16_7.zwxz; u_xlat16_8.z = u_xlat16_5.y; u_xlat16_8.w = u_xlat16_69.y; u_xlat16_15.z = u_xlat16_7.y; u_xlat16_15.w = u_xlat16_14.y; u_xlat16_14.xyz = u_xlat16_8.zyw + u_xlat16_15.zyw; u_xlat16_16.xyz = u_xlat16_7.xzw / u_xlat16_4.zwy; u_xlat16_16.xyz = u_xlat16_16.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_15.xyz = u_xlat16_15.zyw / u_xlat16_14.xyz; u_xlat16_15.xyz = u_xlat16_15.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_5.xyz = u_xlat16_16.yxz * _MainLightShadowmapSize.xxx; u_xlat16_7.xyz = u_xlat16_15.xyz * _MainLightShadowmapSize.yyy; u_xlat16_5.w = u_xlat16_7.x; u_xlat16_8 = u_xlat16_13.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_5.ywxw; u_xlat16_69.xy = u_xlat16_13.xy * _MainLightShadowmapSize.xy + u_xlat16_5.zw; u_xlat16_7.w = u_xlat16_5.y; u_xlat16_5.yw = u_xlat16_7.yz; u_xlat16_15 = u_xlat16_13.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_5.xyzy; u_xlat16_7 = u_xlat16_13.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.wywz; u_xlat16_5 = u_xlat16_13.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_5.xwzw; u_xlat16_16 = u_xlat16_4.zwyz * u_xlat16_14.xxxy; u_xlat16_17 = u_xlat16_4 * u_xlat16_14.yyzz; u_xlat16_96 = u_xlat16_4.y * u_xlat16_14.z; vec3 txVec4 = vec3(u_xlat16_8.xy,u_xlat6.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat16_8.zw,u_xlat6.z); u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat56 = u_xlat16_56 * u_xlat16_16.y; u_xlat28 = u_xlat16_16.x * u_xlat16_28 + u_xlat56; vec3 txVec6 = vec3(u_xlat16_69.xy,u_xlat6.z); u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat28 = u_xlat16_16.z * u_xlat16_56 + u_xlat28; vec3 txVec7 = vec3(u_xlat16_7.xy,u_xlat6.z); u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat28 = u_xlat16_16.w * u_xlat16_56 + u_xlat28; vec3 txVec8 = vec3(u_xlat16_15.xy,u_xlat6.z); u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat28 = u_xlat16_17.x * u_xlat16_56 + u_xlat28; vec3 txVec9 = vec3(u_xlat16_15.zw,u_xlat6.z); u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat28 = u_xlat16_17.y * u_xlat16_56 + u_xlat28; vec3 txVec10 = vec3(u_xlat16_7.zw,u_xlat6.z); u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat28 = u_xlat16_17.z * u_xlat16_56 + u_xlat28; vec3 txVec11 = vec3(u_xlat16_5.xy,u_xlat6.z); u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat28 = u_xlat16_17.w * u_xlat16_56 + u_xlat28; vec3 txVec12 = vec3(u_xlat16_5.zw,u_xlat6.z); u_xlat16_86 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat68 = u_xlat16_96 * u_xlat16_86 + u_xlat28; u_xlat16_68.x = u_xlat68; } else { u_xlat16_14.xy = u_xlat6.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_14.xy = floor(u_xlat16_14.xy); u_xlat16_70.xy = u_xlat6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_14.xy); u_xlat16_4 = u_xlat16_70.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_7.yw = u_xlat16_5.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_15.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_70.xy); u_xlat16_71.xy = (-u_xlat16_70.xy) + vec2(1.0, 1.0); u_xlat16_16.xy = min(u_xlat16_70.xy, vec2(0.0, 0.0)); u_xlat16_71.xy = (-u_xlat16_16.xy) * u_xlat16_16.xy + u_xlat16_71.xy; u_xlat16_16.xy = max(u_xlat16_70.xy, vec2(0.0, 0.0)); u_xlat16_16.xy = (-u_xlat16_16.xy) * u_xlat16_16.xy + u_xlat16_4.yw; u_xlat16_71.xy = u_xlat16_71.xy + vec2(2.0, 2.0); u_xlat16_16.xy = u_xlat16_16.xy + vec2(2.0, 2.0); u_xlat16_4.z = u_xlat16_16.x * 0.0816320032; u_xlat16_5.xy = u_xlat16_15.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_15.xy = u_xlat16_71.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_5.z = u_xlat16_16.y * 0.0816320032; u_xlat16_4.x = u_xlat16_5.y; u_xlat16_4.yw = u_xlat16_70.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_8.xz = u_xlat16_70.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_8.y = u_xlat16_15.x; u_xlat16_8.w = u_xlat16_7.y; u_xlat16_4 = u_xlat16_4 + u_xlat16_8; u_xlat16_5.yw = u_xlat16_70.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_7.xz = u_xlat16_70.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_7.y = u_xlat16_15.y; u_xlat16_5 = u_xlat16_5 + u_xlat16_7; u_xlat16_8 = u_xlat16_8 / u_xlat16_4; u_xlat16_8 = u_xlat16_8 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_7 = u_xlat16_7 / u_xlat16_5; u_xlat16_7 = u_xlat16_7 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_8 = u_xlat16_8.wxyz * _MainLightShadowmapSize.xxxx; u_xlat16_7 = u_xlat16_7.xwyz * _MainLightShadowmapSize.yyyy; u_xlat16_13.xzw = u_xlat16_8.yzw; u_xlat16_13.y = u_xlat16_7.x; u_xlat16_15 = u_xlat16_14.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_70.xy = u_xlat16_14.xy * _MainLightShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_8.y = u_xlat16_13.y; u_xlat16_13.y = u_xlat16_7.z; u_xlat16_16 = u_xlat16_14.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_17.xy = u_xlat16_14.xy * _MainLightShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_8.z = u_xlat16_13.y; u_xlat16_18 = u_xlat16_14.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_8.xyxz; u_xlat16_13.y = u_xlat16_7.w; u_xlat16_19 = u_xlat16_14.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_73.xy = u_xlat16_14.xy * _MainLightShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_8.w = u_xlat16_13.y; u_xlat16_20.xy = u_xlat16_14.xy * _MainLightShadowmapSize.xy + u_xlat16_8.xw; u_xlat16_7.xzw = u_xlat16_13.xzw; u_xlat16_13 = u_xlat16_14.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xyzy; u_xlat16_76.xy = u_xlat16_14.xy * _MainLightShadowmapSize.xy + u_xlat16_7.wy; u_xlat16_7.x = u_xlat16_8.x; u_xlat16_14.xy = u_xlat16_14.xy * _MainLightShadowmapSize.xy + u_xlat16_7.xy; u_xlat16_7 = u_xlat16_4 * u_xlat16_5.xxxx; u_xlat16_8 = u_xlat16_4 * u_xlat16_5.yyyy; u_xlat16_21 = u_xlat16_4 * u_xlat16_5.zzzz; u_xlat16_4 = u_xlat16_4 * u_xlat16_5.wwww; vec3 txVec13 = vec3(u_xlat16_15.xy,u_xlat6.z); u_xlat16_86 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat16_15.zw,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat90 = u_xlat16_90 * u_xlat16_7.y; u_xlat86 = u_xlat16_7.x * u_xlat16_86 + u_xlat90; vec3 txVec15 = vec3(u_xlat16_70.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat86 = u_xlat16_7.z * u_xlat16_90 + u_xlat86; vec3 txVec16 = vec3(u_xlat16_18.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat86 = u_xlat16_7.w * u_xlat16_90 + u_xlat86; vec3 txVec17 = vec3(u_xlat16_16.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat86 = u_xlat16_8.x * u_xlat16_90 + u_xlat86; vec3 txVec18 = vec3(u_xlat16_16.zw,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat86 = u_xlat16_8.y * u_xlat16_90 + u_xlat86; vec3 txVec19 = vec3(u_xlat16_17.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat86 = u_xlat16_8.z * u_xlat16_90 + u_xlat86; vec3 txVec20 = vec3(u_xlat16_18.zw,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat86 = u_xlat16_8.w * u_xlat16_90 + u_xlat86; vec3 txVec21 = vec3(u_xlat16_19.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat86 = u_xlat16_21.x * u_xlat16_90 + u_xlat86; vec3 txVec22 = vec3(u_xlat16_19.zw,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat86 = u_xlat16_21.y * u_xlat16_90 + u_xlat86; vec3 txVec23 = vec3(u_xlat16_73.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat86 = u_xlat16_21.z * u_xlat16_90 + u_xlat86; vec3 txVec24 = vec3(u_xlat16_20.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat86 = u_xlat16_21.w * u_xlat16_90 + u_xlat86; vec3 txVec25 = vec3(u_xlat16_13.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat86 = u_xlat16_4.x * u_xlat16_90 + u_xlat86; vec3 txVec26 = vec3(u_xlat16_13.zw,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat86 = u_xlat16_4.y * u_xlat16_90 + u_xlat86; vec3 txVec27 = vec3(u_xlat16_76.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat86 = u_xlat16_4.z * u_xlat16_90 + u_xlat86; vec3 txVec28 = vec3(u_xlat16_14.xy,u_xlat6.z); u_xlat16_90 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat68 = u_xlat16_4.w * u_xlat16_90 + u_xlat86; u_xlat16_68.x = u_xlat68; } } } else { vec3 txVec29 = vec3(u_xlat6.xy,u_xlat6.z); u_xlat16_68.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); u_xlat16_68.x = u_xlat16_68.x; } u_xlat16_96 = (-_MainLightShadowParams.x) + 1.0; u_xlat16_68.x = u_xlat16_68.x * _MainLightShadowParams.x + u_xlat16_96; u_xlatb86 = 0.0>=u_xlat6.z; u_xlatb6 = u_xlat6.z>=1.0; u_xlatb86 = u_xlatb86 || u_xlatb6; u_xlat16_68.x = (u_xlatb86) ? 1.0 : u_xlat16_68.x; u_xlat6.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat86 = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlat6.x = u_xlat86 * _MainLightShadowParams.z + _MainLightShadowParams.w; u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0); u_xlat16_96 = (-u_xlat16_68.x) + 1.0; u_xlat16_68.x = u_xlat6.x * u_xlat16_96 + u_xlat16_68.x; u_xlat16_14.xyz = vec3(u_xlat0) * _MainLightColor.xyz; u_xlat16_96 = dot((-u_xlat16_3.xyz), u_xlat2.xyz); u_xlat16_96 = u_xlat16_96 + u_xlat16_96; u_xlat16_15.xyz = u_xlat2.xyz * (-vec3(u_xlat16_96)) + (-u_xlat16_3.xyz); u_xlat16_96 = dot(u_xlat2.xyz, u_xlat16_3.xyz); u_xlat16_96 = clamp(u_xlat16_96, 0.0, 1.0); u_xlat16_96 = (-u_xlat16_96) + 1.0; u_xlat16_96 = u_xlat16_96 * u_xlat16_96; u_xlat16_96 = u_xlat16_96 * u_xlat16_96; u_xlat16_98 = (-u_xlat16_87) * 0.699999988 + 1.70000005; u_xlat16_98 = u_xlat16_87 * u_xlat16_98; u_xlat16_98 = u_xlat16_98 * 6.0; u_xlat6.xyz = unity_SpecCube0_BoxMax.xyz + (-unity_SpecCube0_BoxMin.xyz); u_xlat16_99 = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlat6.xyz = unity_SpecCube1_BoxMax.xyz + (-unity_SpecCube1_BoxMin.xyz); u_xlat16_16.x = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlat16_99 = u_xlat16_99 + (-u_xlat16_16.x); u_xlatb6 = 0.0> (2u & uint(0x1F))); u_xlati90 = int(uint(u_xlatu_loop_1 & 3u)); u_xlat62 = dot(unity_LightIndices[int(u_xlatu62)], ImmCB_0[u_xlati90]); u_xlati62 = int(u_xlat62); u_xlat23.xyz = (-vs_TEXCOORD1.xyz) * _AdditionalLightsPosition[u_xlati62].www + _AdditionalLightsPosition[u_xlati62].xyz; u_xlat90 = dot(u_xlat23.xyz, u_xlat23.xyz); u_xlat90 = max(u_xlat90, 6.10351562e-05); u_xlat107 = inversesqrt(u_xlat90); u_xlat24.xyz = vec3(u_xlat107) * u_xlat23.xyz; u_xlat108 = float(1.0) / float(u_xlat90); u_xlat90 = u_xlat90 * _AdditionalLightsAttenuation[u_xlati62].x; u_xlat16_93 = (-u_xlat90) * u_xlat90 + 1.0; u_xlat16_93 = max(u_xlat16_93, 0.0); u_xlat16_93 = u_xlat16_93 * u_xlat16_93; u_xlat90 = u_xlat16_93 * u_xlat108; u_xlat16_93 = dot(_AdditionalLightsSpotDir[u_xlati62].xyz, u_xlat24.xyz); u_xlat16_93 = u_xlat16_93 * _AdditionalLightsAttenuation[u_xlati62].z + _AdditionalLightsAttenuation[u_xlati62].w; u_xlat16_93 = clamp(u_xlat16_93, 0.0, 1.0); u_xlat16_93 = u_xlat16_93 * u_xlat16_93; u_xlat90 = u_xlat90 * u_xlat16_93; u_xlati108 = int(_AdditionalShadowParams[u_xlati62].w); u_xlatb25.x = u_xlati108>=0; if(u_xlatb25.x){ u_xlatb25.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_AdditionalShadowParams[u_xlati62].z); if(u_xlatb25.x){ u_xlatb25.xyz = greaterThanEqual(abs(u_xlat24.zzyz), abs(u_xlat24.xyxx)).xyz; u_xlatb25.x = u_xlatb25.y && u_xlatb25.x; u_xlatb26.xyz = lessThan((-u_xlat24.zyxz), vec4(0.0, 0.0, 0.0, 0.0)).xyz; u_xlat53.x = (u_xlatb26.x) ? float(5.0) : float(4.0); u_xlat53.z = (u_xlatb26.y) ? float(3.0) : float(2.0); u_xlat26 = u_xlatb26.z ? 1.0 : float(0.0); u_xlat81 = (u_xlatb25.z) ? u_xlat53.z : u_xlat26; u_xlat25.x = (u_xlatb25.x) ? u_xlat53.x : u_xlat81; u_xlat53.x = trunc(_AdditionalShadowParams[u_xlati62].w); u_xlat25.x = u_xlat25.x + u_xlat53.x; u_xlati108 = int(u_xlat25.x); } u_xlati108 = int(u_xlati108 << (2 & int(0x1F))); u_xlat4 = vs_TEXCOORD1.yyyy * hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati108 + 1)]; u_xlat4 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[u_xlati108] * vs_TEXCOORD1.xxxx + u_xlat4; u_xlat4 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati108 + 2)] * vs_TEXCOORD1.zzzz + u_xlat4; u_xlat4 = u_xlat4 + hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati108 + 3)]; u_xlat25.xyz = u_xlat4.xyz / u_xlat4.www; u_xlatb108 = 0.0<_AdditionalShadowParams[u_xlati62].y; if(u_xlatb108){ u_xlatb108 = 1.0==_AdditionalShadowParams[u_xlati62].y; if(u_xlatb108){ u_xlat4 = u_xlat25.xyxy + _AdditionalShadowOffset0; vec3 txVec30 = vec3(u_xlat4.xy,u_xlat25.z); u_xlat16_5.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec30, 0.0); vec3 txVec31 = vec3(u_xlat4.zw,u_xlat25.z); u_xlat16_5.y = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec31, 0.0); u_xlat4 = u_xlat25.xyxy + _AdditionalShadowOffset1; vec3 txVec32 = vec3(u_xlat4.xy,u_xlat25.z); u_xlat16_5.z = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec32, 0.0); vec3 txVec33 = vec3(u_xlat4.zw,u_xlat25.z); u_xlat16_5.w = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec33, 0.0); u_xlat16_93 = dot(u_xlat16_5, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb108 = 2.0==_AdditionalShadowParams[u_xlati62].y; if(u_xlatb108){ u_xlat16_68.xy = u_xlat25.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_68.xy = floor(u_xlat16_68.xy); u_xlat16_16.xy = u_xlat25.xy * _AdditionalShadowmapSize.zw + (-u_xlat16_68.xy); u_xlat16_4 = u_xlat16_16.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_72.xy = u_xlat16_5.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_17.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_16.xy); u_xlat16_73.xy = (-u_xlat16_16.xy) + vec2(1.0, 1.0); u_xlat16_18.xy = min(u_xlat16_16.xy, vec2(0.0, 0.0)); u_xlat16_18.xy = (-u_xlat16_18.xy) * u_xlat16_18.xy + u_xlat16_73.xy; u_xlat16_16.xy = max(u_xlat16_16.xy, vec2(0.0, 0.0)); u_xlat16_16.xy = (-u_xlat16_16.xy) * u_xlat16_16.xy + u_xlat16_4.yw; u_xlat16_18.xy = u_xlat16_18.xy + vec2(1.0, 1.0); u_xlat16_16.xy = u_xlat16_16.xy + vec2(1.0, 1.0); u_xlat16_5.xy = u_xlat16_17.xy * vec2(0.159999996, 0.159999996); u_xlat16_7.xy = u_xlat16_73.xy * vec2(0.159999996, 0.159999996); u_xlat16_8.xy = u_xlat16_18.xy * vec2(0.159999996, 0.159999996); u_xlat16_13.xy = u_xlat16_16.xy * vec2(0.159999996, 0.159999996); u_xlat16_16.xy = u_xlat16_4.yw * vec2(0.159999996, 0.159999996); u_xlat16_5.z = u_xlat16_8.x; u_xlat16_5.w = u_xlat16_16.x; u_xlat16_7.z = u_xlat16_13.x; u_xlat16_7.w = u_xlat16_72.x; u_xlat16_4 = u_xlat16_5.zwxz + u_xlat16_7.zwxz; u_xlat16_8.z = u_xlat16_5.y; u_xlat16_8.w = u_xlat16_16.y; u_xlat16_13.z = u_xlat16_7.y; u_xlat16_13.w = u_xlat16_72.y; u_xlat16_16.xyz = u_xlat16_8.zyw + u_xlat16_13.zyw; u_xlat16_17.xyz = u_xlat16_7.xzw / u_xlat16_4.zwy; u_xlat16_17.xyz = u_xlat16_17.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_18.xyz = u_xlat16_13.zyw / u_xlat16_16.xyz; u_xlat16_18.xyz = u_xlat16_18.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_5.xyz = u_xlat16_17.yxz * _AdditionalShadowmapSize.xxx; u_xlat16_7.xyz = u_xlat16_18.xyz * _AdditionalShadowmapSize.yyy; u_xlat16_5.w = u_xlat16_7.x; u_xlat16_8 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_5.ywxw; u_xlat16_17.xy = u_xlat16_68.xy * _AdditionalShadowmapSize.xy + u_xlat16_5.zw; u_xlat16_7.w = u_xlat16_5.y; u_xlat16_5.yw = u_xlat16_7.yz; u_xlat16_13 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_5.xyzy; u_xlat16_7 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_7.wywz; u_xlat16_5 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_5.xwzw; u_xlat16_18 = u_xlat16_4.zwyz * u_xlat16_16.xxxy; u_xlat16_19 = u_xlat16_4 * u_xlat16_16.yyzz; u_xlat16_94 = u_xlat16_4.y * u_xlat16_16.z; vec3 txVec34 = vec3(u_xlat16_8.xy,u_xlat25.z); u_xlat16_108 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec34, 0.0); vec3 txVec35 = vec3(u_xlat16_8.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec35, 0.0); u_xlat109 = u_xlat16_18.y * u_xlat16_109; u_xlat108 = u_xlat16_18.x * u_xlat16_108 + u_xlat109; vec3 txVec36 = vec3(u_xlat16_17.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec36, 0.0); u_xlat108 = u_xlat16_18.z * u_xlat16_109 + u_xlat108; vec3 txVec37 = vec3(u_xlat16_7.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec37, 0.0); u_xlat108 = u_xlat16_18.w * u_xlat16_109 + u_xlat108; vec3 txVec38 = vec3(u_xlat16_13.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec38, 0.0); u_xlat108 = u_xlat16_19.x * u_xlat16_109 + u_xlat108; vec3 txVec39 = vec3(u_xlat16_13.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec39, 0.0); u_xlat108 = u_xlat16_19.y * u_xlat16_109 + u_xlat108; vec3 txVec40 = vec3(u_xlat16_7.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec40, 0.0); u_xlat108 = u_xlat16_19.z * u_xlat16_109 + u_xlat108; vec3 txVec41 = vec3(u_xlat16_5.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec41, 0.0); u_xlat108 = u_xlat16_19.w * u_xlat16_109 + u_xlat108; vec3 txVec42 = vec3(u_xlat16_5.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec42, 0.0); u_xlat93 = u_xlat16_94 * u_xlat16_109 + u_xlat108; u_xlat16_93 = u_xlat93; } else { u_xlat16_68.xy = u_xlat25.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_68.xy = floor(u_xlat16_68.xy); u_xlat16_16.xy = u_xlat25.xy * _AdditionalShadowmapSize.zw + (-u_xlat16_68.xy); u_xlat16_4 = u_xlat16_16.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_7.yw = u_xlat16_5.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_72.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_16.xy); u_xlat16_17.xy = (-u_xlat16_16.xy) + vec2(1.0, 1.0); u_xlat16_73.xy = min(u_xlat16_16.xy, vec2(0.0, 0.0)); u_xlat16_17.xy = (-u_xlat16_73.xy) * u_xlat16_73.xy + u_xlat16_17.xy; u_xlat16_73.xy = max(u_xlat16_16.xy, vec2(0.0, 0.0)); u_xlat16_17.zw = (-u_xlat16_73.xy) * u_xlat16_73.xy + u_xlat16_4.yw; u_xlat16_17 = u_xlat16_17 + vec4(2.0, 2.0, 2.0, 2.0); u_xlat16_4.z = u_xlat16_17.z * 0.0816320032; u_xlat16_5.xy = u_xlat16_72.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_72.xy = u_xlat16_17.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_5.z = u_xlat16_17.w * 0.0816320032; u_xlat16_4.x = u_xlat16_5.y; u_xlat16_4.yw = u_xlat16_16.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_8.xz = u_xlat16_16.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_8.y = u_xlat16_72.x; u_xlat16_8.w = u_xlat16_7.y; u_xlat16_4 = u_xlat16_4 + u_xlat16_8; u_xlat16_5.yw = u_xlat16_16.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_7.xz = u_xlat16_16.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_7.y = u_xlat16_72.y; u_xlat16_5 = u_xlat16_5 + u_xlat16_7; u_xlat16_8 = u_xlat16_8 / u_xlat16_4; u_xlat16_8 = u_xlat16_8 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_7 = u_xlat16_7 / u_xlat16_5; u_xlat16_7 = u_xlat16_7 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_8 = u_xlat16_8.wxyz * _AdditionalShadowmapSize.xxxx; u_xlat16_7 = u_xlat16_7.xwyz * _AdditionalShadowmapSize.yyyy; u_xlat16_13.xzw = u_xlat16_8.yzw; u_xlat16_13.y = u_xlat16_7.x; u_xlat16_16 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_17.xy = u_xlat16_68.xy * _AdditionalShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_8.y = u_xlat16_13.y; u_xlat16_13.y = u_xlat16_7.z; u_xlat16_18 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_73.xy = u_xlat16_68.xy * _AdditionalShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_8.z = u_xlat16_13.y; u_xlat16_19 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_8.xyxz; u_xlat16_13.y = u_xlat16_7.w; u_xlat16_20 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_21.xy = u_xlat16_68.xy * _AdditionalShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_8.w = u_xlat16_13.y; u_xlat16_77.xy = u_xlat16_68.xy * _AdditionalShadowmapSize.xy + u_xlat16_8.xw; u_xlat16_7.xzw = u_xlat16_13.xzw; u_xlat16_13 = u_xlat16_68.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_7.xyzy; u_xlat16_27.xy = u_xlat16_68.xy * _AdditionalShadowmapSize.xy + u_xlat16_7.wy; u_xlat16_7.x = u_xlat16_8.x; u_xlat16_68.xy = u_xlat16_68.xy * _AdditionalShadowmapSize.xy + u_xlat16_7.xy; u_xlat16_7 = u_xlat16_4 * u_xlat16_5.xxxx; u_xlat16_8 = u_xlat16_4 * u_xlat16_5.yyyy; u_xlat16_22 = u_xlat16_4 * u_xlat16_5.zzzz; u_xlat16_4 = u_xlat16_4 * u_xlat16_5.wwww; vec3 txVec43 = vec3(u_xlat16_16.xy,u_xlat25.z); u_xlat16_108 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec43, 0.0); vec3 txVec44 = vec3(u_xlat16_16.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec44, 0.0); u_xlat109 = u_xlat16_7.y * u_xlat16_109; u_xlat108 = u_xlat16_7.x * u_xlat16_108 + u_xlat109; vec3 txVec45 = vec3(u_xlat16_17.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec45, 0.0); u_xlat108 = u_xlat16_7.z * u_xlat16_109 + u_xlat108; vec3 txVec46 = vec3(u_xlat16_19.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec46, 0.0); u_xlat108 = u_xlat16_7.w * u_xlat16_109 + u_xlat108; vec3 txVec47 = vec3(u_xlat16_18.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec47, 0.0); u_xlat108 = u_xlat16_8.x * u_xlat16_109 + u_xlat108; vec3 txVec48 = vec3(u_xlat16_18.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec48, 0.0); u_xlat108 = u_xlat16_8.y * u_xlat16_109 + u_xlat108; vec3 txVec49 = vec3(u_xlat16_73.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec49, 0.0); u_xlat108 = u_xlat16_8.z * u_xlat16_109 + u_xlat108; vec3 txVec50 = vec3(u_xlat16_19.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec50, 0.0); u_xlat108 = u_xlat16_8.w * u_xlat16_109 + u_xlat108; vec3 txVec51 = vec3(u_xlat16_20.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec51, 0.0); u_xlat108 = u_xlat16_22.x * u_xlat16_109 + u_xlat108; vec3 txVec52 = vec3(u_xlat16_20.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec52, 0.0); u_xlat108 = u_xlat16_22.y * u_xlat16_109 + u_xlat108; vec3 txVec53 = vec3(u_xlat16_21.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec53, 0.0); u_xlat108 = u_xlat16_22.z * u_xlat16_109 + u_xlat108; vec3 txVec54 = vec3(u_xlat16_77.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec54, 0.0); u_xlat108 = u_xlat16_22.w * u_xlat16_109 + u_xlat108; vec3 txVec55 = vec3(u_xlat16_13.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec55, 0.0); u_xlat108 = u_xlat16_4.x * u_xlat16_109 + u_xlat108; vec3 txVec56 = vec3(u_xlat16_13.zw,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec56, 0.0); u_xlat108 = u_xlat16_4.y * u_xlat16_109 + u_xlat108; vec3 txVec57 = vec3(u_xlat16_27.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec57, 0.0); u_xlat108 = u_xlat16_4.z * u_xlat16_109 + u_xlat108; vec3 txVec58 = vec3(u_xlat16_68.xy,u_xlat25.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec58, 0.0); u_xlat93 = u_xlat16_4.w * u_xlat16_109 + u_xlat108; u_xlat16_93 = u_xlat93; } } } else { vec3 txVec59 = vec3(u_xlat25.xy,u_xlat25.z); u_xlat16_93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec59, 0.0); u_xlat16_93 = u_xlat16_93; } u_xlat16_94 = 1.0 + (-_AdditionalShadowParams[u_xlati62].x); u_xlat16_93 = u_xlat16_93 * _AdditionalShadowParams[u_xlati62].x + u_xlat16_94; u_xlatb108 = 0.0>=u_xlat25.z; u_xlatb25.x = u_xlat25.z>=1.0; u_xlatb108 = u_xlatb108 || u_xlatb25.x; u_xlat16_93 = (u_xlatb108) ? 1.0 : u_xlat16_93; } else { u_xlat16_93 = 1.0; } u_xlat16_94 = (-u_xlat16_93) + 1.0; u_xlat16_93 = u_xlat86 * u_xlat16_94 + u_xlat16_93; u_xlat16_16.xyz = vec3(u_xlat0) * _AdditionalLightsColor[u_xlati62].xyz; u_xlat62 = u_xlat90 * u_xlat16_93; u_xlat16_93 = dot(u_xlat2.xyz, u_xlat24.xyz); u_xlat16_93 = clamp(u_xlat16_93, 0.0, 1.0); u_xlat16_93 = u_xlat62 * u_xlat16_93; u_xlat16_16.xyz = vec3(u_xlat16_93) * u_xlat16_16.xyz; u_xlat23.xyz = u_xlat23.xyz * vec3(u_xlat107) + u_xlat16_3.xyz; u_xlat62 = dot(u_xlat23.xyz, u_xlat23.xyz); u_xlat62 = max(u_xlat62, 1.17549435e-38); u_xlat62 = inversesqrt(u_xlat62); u_xlat23.xyz = vec3(u_xlat62) * u_xlat23.xyz; u_xlat62 = dot(u_xlat2.xyz, u_xlat23.xyz); u_xlat62 = clamp(u_xlat62, 0.0, 1.0); u_xlat90 = dot(u_xlat24.xyz, u_xlat23.xyz); u_xlat90 = clamp(u_xlat90, 0.0, 1.0); u_xlat62 = u_xlat62 * u_xlat62; u_xlat62 = u_xlat62 * u_xlat16_15.x + 1.00001001; u_xlat16_93 = u_xlat90 * u_xlat90; u_xlat62 = u_xlat62 * u_xlat62; u_xlat90 = max(u_xlat16_93, 0.100000001); u_xlat62 = u_xlat90 * u_xlat62; u_xlat62 = u_xlat16_12 * u_xlat62; u_xlat62 = u_xlat16_95 / u_xlat62; u_xlat16_93 = u_xlat62 + -6.10351562e-05; u_xlat16_93 = max(u_xlat16_93, 0.0); u_xlat16_93 = min(u_xlat16_93, 1000.0); u_xlat16_17.xyz = u_xlat16_11.xyz * vec3(u_xlat16_93) + u_xlat16_10.xyz; u_xlat16_43.xyz = u_xlat16_17.xyz * u_xlat16_16.xyz + u_xlat16_43.xyz; } u_xlat16_9.xyz = u_xlat16_9.xyz * vec3(u_xlat16_40) + u_xlat16_14.xyz; u_xlat16_1.xyz = u_xlat16_43.xyz + u_xlat16_9.xyz; u_xlat16_0 = min(u_xlat16_1, vec4(65504.0, 65504.0, 65504.0, 65504.0)); u_xlatb2 = _Surface==1.0; SV_Target0.w = (u_xlatb2) ? u_xlat16_0.w : 1.0; SV_Target0.xyz = u_xlat16_0.xyz; return; } #endif 7$Globals _GlossyEnvironmentCubeMap_HDR_ScaledScreenParams_GlobalMipBias _MainLightPosition0_MainLightColor@_AmbientOcclusionParamP_AdditionalLightsCount`_AdditionalLightsPositionp_AdditionalLightsColorp_AdditionalLightsAttenuationp_AdditionalLightsSpotDirp_WorldSpaceCameraPospunity_OrthoParams_CascadeShadowSplitSpheres0_CascadeShadowSplitSpheres1 _CascadeShadowSplitSpheres20_CascadeShadowSplitSpheres3@_CascadeShadowSplitSphereRadiiP_MainLightShadowOffset0`_MainLightShadowOffset1p_MainLightShadowParams_MainLightShadowmapSize_AdditionalShadowOffset0_AdditionalShadowOffset1_AdditionalShadowFadeParams_AdditionalShadowmapSize_AdditionalShadowParams_DitheringTextureInvSize unity_MatrixV_MainLightWorldToShadow_AdditionalLightsWorldToShadowUnityPerMaterial| _BaseMap_ST _BaseColor _SmoothnessT _MetallicX _BumpScale\_Surfacex UnityPerDraw unity_LODFadeunity_WorldTransformParamsunity_LightDataunity_LightIndicesunity_SpecCube0_HDRunity_SpecCube1_HDRunity_SpecCube0_BoxMaxunity_SpecCube0_BoxMin unity_SpecCube0_ProbePosition0unity_SpecCube1_BoxMax@unity_SpecCube1_BoxMinPunity_SpecCube1_ProbePosition`unity_LightmapSTpunity_ObjectToWorldunity_WorldToObject@_GlossyEnvironmentCubeMapunity_SpecCube0unity_SpecCube1unity_Lightmapunity_LightmapInd_BaseMap_BumpMap_ScreenSpaceOcclusionTexture_MainLightShadowmapTexture!_AdditionalLightsShadowmapTexture _DitheringTexture $GlobalsUnityPerMaterial UnityPerDraw