u EVALUATE_SH_VERTEX_ADDITIONAL_LIGHTS_MAIN_LIGHT_SHADOWS _NORMALMAP _OCCLUSIONMAP_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]; uniform vec4 hlslcc_mtx4x4_MainLightWorldToShadow[20]; #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 Xhlslcc_UnusedXunity_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 Xhlslcc_UnusedXunity_SpecCube1_HDR; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMax; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMin; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_ProbePosition; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMax; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMin; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_ProbePosition; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_LightmapST; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; UNITY_UNIFORM mediump vec4 unity_SHAr; UNITY_UNIFORM mediump vec4 unity_SHAg; UNITY_UNIFORM mediump vec4 unity_SHAb; UNITY_UNIFORM mediump vec4 unity_SHBr; UNITY_UNIFORM mediump vec4 unity_SHBg; UNITY_UNIFORM mediump vec4 unity_SHBb; UNITY_UNIFORM mediump vec4 unity_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 _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; 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 vec4 vs_TEXCOORD6; out mediump vec3 vs_TEXCOORD8; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; mediump vec4 u_xlat16_2; mediump vec3 u_xlat16_3; mediump vec3 u_xlat16_4; float u_xlat15; bool u_xlatb15; 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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat15 = max(u_xlat15, 1.17549435e-38); u_xlat15 = inversesqrt(u_xlat15); u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz; vs_TEXCOORD2.xyz = u_xlat1.xyz; u_xlat2.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz; u_xlat15 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat15 = max(u_xlat15, 1.17549435e-38); u_xlat15 = inversesqrt(u_xlat15); u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz; u_xlatb15 = unity_WorldTransformParams.w>=0.0; u_xlat15 = (u_xlatb15) ? 1.0 : -1.0; u_xlat2.w = u_xlat15 * in_TANGENT0.w; vs_TEXCOORD3 = u_xlat2; vs_TEXCOORD5 = 0.0; u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4_MainLightWorldToShadow[1].xyz; u_xlat2.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[0].xyz * u_xlat0.xxx + u_xlat2.xyz; u_xlat2.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[2].xyz * u_xlat0.zzz + u_xlat2.xyz; vs_TEXCOORD6.xyz = u_xlat2.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[3].xyz; vs_TEXCOORD6.w = 0.0; u_xlat16_3.x = u_xlat1.y * u_xlat1.y; u_xlat16_3.x = u_xlat1.x * u_xlat1.x + (-u_xlat16_3.x); u_xlat16_2 = u_xlat1.yzzx * u_xlat1.xyzz; u_xlat16_4.x = dot(unity_SHBr, u_xlat16_2); u_xlat16_4.y = dot(unity_SHBg, u_xlat16_2); u_xlat16_4.z = dot(unity_SHBb, u_xlat16_2); u_xlat16_3.xyz = unity_SHC.xyz * u_xlat16_3.xxx + u_xlat16_4.xyz; u_xlat1.w = 1.0; u_xlat16_4.x = dot(unity_SHAr, u_xlat1); u_xlat16_4.y = dot(unity_SHAg, u_xlat1); u_xlat16_4.z = dot(unity_SHAb, u_xlat1); u_xlat16_3.xyz = u_xlat16_3.xyz + u_xlat16_4.xyz; vs_TEXCOORD8.xyz = max(u_xlat16_3.xyz, vec3(0.0, 0.0, 0.0)); 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 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 _MainLightShadowOffset0; uniform vec4 _MainLightShadowOffset1; uniform vec4 _MainLightShadowParams; uniform vec4 _MainLightShadowmapSize; #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 Xhlslcc_UnusedXunity_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 Xhlslcc_UnusedXunity_SpecCube1_HDR; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMax; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMin; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_ProbePosition; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMax; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMin; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_ProbePosition; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_LightmapST; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; UNITY_UNIFORM mediump vec4 unity_SHAr; UNITY_UNIFORM mediump vec4 unity_SHAg; UNITY_UNIFORM mediump vec4 unity_SHAb; UNITY_UNIFORM mediump vec4 unity_SHBr; UNITY_UNIFORM mediump vec4 unity_SHBg; UNITY_UNIFORM mediump vec4 unity_SHBb; UNITY_UNIFORM mediump vec4 unity_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 _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 unity_SpecCube0; UNITY_LOCATION(1) uniform mediump sampler2D _BaseMap; UNITY_LOCATION(2) uniform mediump sampler2D _BumpMap; UNITY_LOCATION(3) uniform mediump sampler2D _OcclusionMap; UNITY_LOCATION(4) uniform mediump sampler2D _ScreenSpaceOcclusionTexture; UNITY_LOCATION(5) uniform mediump sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(6) uniform mediump sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; in highp vec2 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; in highp vec3 vs_TEXCOORD2; in mediump vec4 vs_TEXCOORD3; in highp vec4 vs_TEXCOORD6; in mediump vec3 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; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; vec4 u_xlat6; mediump vec4 u_xlat16_6; vec3 u_xlat7; mediump vec4 u_xlat16_7; mediump vec3 u_xlat16_8; mediump vec4 u_xlat16_9; mediump vec3 u_xlat16_10; mediump vec4 u_xlat16_11; mediump vec4 u_xlat16_12; mediump vec4 u_xlat16_13; mediump vec4 u_xlat16_14; mediump vec4 u_xlat16_15; mediump vec4 u_xlat16_16; mediump vec4 u_xlat16_17; mediump vec2 u_xlat16_18; mediump vec4 u_xlat16_19; mediump vec4 u_xlat16_20; vec3 u_xlat21; vec3 u_xlat22; vec3 u_xlat23; mediump float u_xlat16_23; uint u_xlatu23; bool u_xlatb23; mediump vec3 u_xlat16_26; mediump vec2 u_xlat16_34; float u_xlat46; mediump float u_xlat16_46; uint u_xlatu46; bool u_xlatb46; mediump float u_xlat16_49; mediump vec2 u_xlat16_55; mediump vec2 u_xlat16_56; mediump vec2 u_xlat16_57; mediump vec2 u_xlat16_61; float u_xlat69; mediump float u_xlat16_69; int u_xlati69; uint u_xlatu69; bool u_xlatb69; float u_xlat71; int u_xlati71; mediump float u_xlat16_72; mediump float u_xlat16_73; mediump float u_xlat16_74; float u_xlat77; mediump float u_xlat16_77; mediump float u_xlat16_79; mediump float u_xlat16_80; float u_xlat90; float u_xlat91; 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_49 = dot(u_xlat16_3.xy, u_xlat16_3.xy); u_xlat16_49 = min(u_xlat16_49, 1.0); u_xlat16_49 = (-u_xlat16_49) + 1.0; u_xlat16_49 = sqrt(u_xlat16_49); u_xlat16_4.z = max(u_xlat16_49, 1.00000002e-16); u_xlat16_4.xy = u_xlat16_3.xy * vec2(vec2(_BumpScale, _BumpScale)); u_xlat16_69 = texture(_OcclusionMap, vs_TEXCOORD0.xy, _GlobalMipBias.x).y; u_xlat16_3.x = (-_OcclusionStrength) + 1.0; u_xlat16_3.x = u_xlat16_69 * _OcclusionStrength + u_xlat16_3.x; u_xlatb69 = unity_OrthoParams.w==0.0; u_xlat2.xyz = (-vs_TEXCOORD1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat71 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat71 = inversesqrt(u_xlat71); u_xlat2.xyz = vec3(u_xlat71) * u_xlat2.xyz; u_xlat16_5.x = (u_xlatb69) ? u_xlat2.x : hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat16_5.y = (u_xlatb69) ? u_xlat2.y : hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat16_5.z = (u_xlatb69) ? 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_xlat6.x = vs_TEXCOORD3.x; u_xlat6.y = u_xlat2.x; u_xlat6.z = vs_TEXCOORD2.x; u_xlat6.x = dot(u_xlat16_4.xyz, u_xlat6.xyz); u_xlat7.x = vs_TEXCOORD3.y; u_xlat7.y = u_xlat2.z; u_xlat7.z = vs_TEXCOORD2.y; u_xlat6.y = dot(u_xlat16_4.xyz, u_xlat7.xyz); u_xlat2.x = vs_TEXCOORD3.z; u_xlat2.z = vs_TEXCOORD2.z; u_xlat6.z = dot(u_xlat16_4.xyz, u_xlat2.xyz); u_xlat69 = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlat69 = inversesqrt(u_xlat69); u_xlat2.xyz = vec3(u_xlat69) * u_xlat6.xyz; u_xlat6.xy = vec2(1.0) / vec2(_ScaledScreenParams.xy); u_xlat6.xy = u_xlat6.xy * hlslcc_FragCoord.xy; u_xlat16_26.x = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_49 = (-u_xlat16_26.x) + _Smoothness; u_xlat16_4.xyz = u_xlat16_1.xyz * u_xlat16_26.xxx; u_xlat16_8.xyz = u_xlat16_0.xyz * _BaseColor.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991); u_xlat16_8.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_8.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991); u_xlat16_26.x = (-_Smoothness) + 1.0; u_xlat16_72 = u_xlat16_26.x * u_xlat16_26.x; u_xlat16_72 = max(u_xlat16_72, 0.0078125); u_xlat16_73 = u_xlat16_72 * u_xlat16_72; u_xlat16_49 = u_xlat16_49 + 1.0; u_xlat16_49 = clamp(u_xlat16_49, 0.0, 1.0); u_xlat16_74 = u_xlat16_72 * 4.0 + 2.0; u_xlat16_0.x = texture(_ScreenSpaceOcclusionTexture, u_xlat6.xy, _GlobalMipBias.x).x; u_xlat16_77 = (-_AmbientOcclusionParam.x) + 1.0; u_xlat16_77 = u_xlat16_0.x + u_xlat16_77; u_xlat16_77 = clamp(u_xlat16_77, 0.0, 1.0); u_xlat0 = u_xlat16_77 + -1.0; u_xlat0 = _AmbientOcclusionParam.w * u_xlat0 + 1.0; u_xlat16_3.x = min(u_xlat16_3.x, u_xlat16_77); u_xlatb23 = 0.0<_MainLightShadowParams.y; if(u_xlatb23){ u_xlatb23 = _MainLightShadowParams.y==1.0; if(u_xlatb23){ u_xlat6 = vs_TEXCOORD6.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat6.xy,vs_TEXCOORD6.z); u_xlat16_7.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat6.zw,vs_TEXCOORD6.z); u_xlat16_7.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat6 = vs_TEXCOORD6.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat6.xy,vs_TEXCOORD6.z); u_xlat16_7.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat6.zw,vs_TEXCOORD6.z); u_xlat16_7.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat16_77 = dot(u_xlat16_7, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb23 = _MainLightShadowParams.y==2.0; if(u_xlatb23){ u_xlat16_9.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_9.xy = floor(u_xlat16_9.xy); u_xlat16_55.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_9.xy); u_xlat16_6 = u_xlat16_55.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_7 = u_xlat16_6.xxzz * u_xlat16_6.xxzz; u_xlat16_10.xy = u_xlat16_7.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_56.xy = u_xlat16_7.xz * vec2(0.5, 0.5) + (-u_xlat16_55.xy); u_xlat16_11.xy = (-u_xlat16_55.xy) + vec2(1.0, 1.0); u_xlat16_57.xy = min(u_xlat16_55.xy, vec2(0.0, 0.0)); u_xlat16_57.xy = (-u_xlat16_57.xy) * u_xlat16_57.xy + u_xlat16_11.xy; u_xlat16_12.xy = max(u_xlat16_55.xy, vec2(0.0, 0.0)); u_xlat16_12.xy = (-u_xlat16_12.xy) * u_xlat16_12.xy + u_xlat16_6.yw; u_xlat16_57.xy = u_xlat16_57.xy + vec2(1.0, 1.0); u_xlat16_12.xy = u_xlat16_12.xy + vec2(1.0, 1.0); u_xlat16_7.xy = u_xlat16_56.xy * vec2(0.159999996, 0.159999996); u_xlat16_13.xy = u_xlat16_11.xy * vec2(0.159999996, 0.159999996); u_xlat16_11.xy = u_xlat16_57.xy * vec2(0.159999996, 0.159999996); u_xlat16_12.xy = u_xlat16_12.xy * vec2(0.159999996, 0.159999996); u_xlat16_56.xy = u_xlat16_6.yw * vec2(0.159999996, 0.159999996); u_xlat16_7.z = u_xlat16_11.x; u_xlat16_7.w = u_xlat16_56.x; u_xlat16_13.z = u_xlat16_12.x; u_xlat16_13.w = u_xlat16_10.x; u_xlat16_6 = u_xlat16_7.zwxz + u_xlat16_13.zwxz; u_xlat16_11.z = u_xlat16_7.y; u_xlat16_11.w = u_xlat16_56.y; u_xlat16_12.z = u_xlat16_13.y; u_xlat16_12.w = u_xlat16_10.y; u_xlat16_10.xyz = u_xlat16_11.zyw + u_xlat16_12.zyw; u_xlat16_11.xyz = u_xlat16_13.xzw / u_xlat16_6.zwy; u_xlat16_11.xyz = u_xlat16_11.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_12.xyz = u_xlat16_12.zyw / u_xlat16_10.xyz; u_xlat16_12.xyz = u_xlat16_12.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_7.xyz = u_xlat16_11.yxz * _MainLightShadowmapSize.xxx; u_xlat16_11.xyz = u_xlat16_12.xyz * _MainLightShadowmapSize.yyy; u_xlat16_7.w = u_xlat16_11.x; u_xlat16_12 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.ywxw; u_xlat16_13.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_7.zw; u_xlat16_11.w = u_xlat16_7.y; u_xlat16_7.yw = u_xlat16_11.yz; u_xlat16_14 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xyzy; u_xlat16_11 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_11.wywz; u_xlat16_7 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xwzw; u_xlat16_9 = u_xlat16_6.zwyz * u_xlat16_10.xxxy; u_xlat16_15 = u_xlat16_6 * u_xlat16_10.yyzz; u_xlat16_10.x = u_xlat16_6.y * u_xlat16_10.z; vec3 txVec4 = vec3(u_xlat16_12.xy,vs_TEXCOORD6.z); u_xlat16_23 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat16_12.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat46 = u_xlat16_46 * u_xlat16_9.y; u_xlat23.x = u_xlat16_9.x * u_xlat16_23 + u_xlat46; vec3 txVec6 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat23.x = u_xlat16_9.z * u_xlat16_46 + u_xlat23.x; vec3 txVec7 = vec3(u_xlat16_11.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat23.x = u_xlat16_9.w * u_xlat16_46 + u_xlat23.x; vec3 txVec8 = vec3(u_xlat16_14.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat23.x = u_xlat16_15.x * u_xlat16_46 + u_xlat23.x; vec3 txVec9 = vec3(u_xlat16_14.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat23.x = u_xlat16_15.y * u_xlat16_46 + u_xlat23.x; vec3 txVec10 = vec3(u_xlat16_11.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat23.x = u_xlat16_15.z * u_xlat16_46 + u_xlat23.x; vec3 txVec11 = vec3(u_xlat16_7.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat23.x = u_xlat16_15.w * u_xlat16_46 + u_xlat23.x; vec3 txVec12 = vec3(u_xlat16_7.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat77 = u_xlat16_10.x * u_xlat16_46 + u_xlat23.x; u_xlat16_77 = u_xlat77; } else { u_xlat16_10.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_10.xy = floor(u_xlat16_10.xy); u_xlat16_56.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_10.xy); u_xlat16_6 = u_xlat16_56.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_7 = u_xlat16_6.xxzz * u_xlat16_6.xxzz; u_xlat16_9.yw = u_xlat16_7.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_11.xy = u_xlat16_7.xz * vec2(0.5, 0.5) + (-u_xlat16_56.xy); u_xlat16_57.xy = (-u_xlat16_56.xy) + vec2(1.0, 1.0); u_xlat16_12.xy = min(u_xlat16_56.xy, vec2(0.0, 0.0)); u_xlat16_57.xy = (-u_xlat16_12.xy) * u_xlat16_12.xy + u_xlat16_57.xy; u_xlat16_12.xy = max(u_xlat16_56.xy, vec2(0.0, 0.0)); u_xlat16_12.xy = (-u_xlat16_12.xy) * u_xlat16_12.xy + u_xlat16_6.yw; u_xlat16_57.xy = u_xlat16_57.xy + vec2(2.0, 2.0); u_xlat16_12.xy = u_xlat16_12.xy + vec2(2.0, 2.0); u_xlat16_6.z = u_xlat16_12.x * 0.0816320032; u_xlat16_7.xy = u_xlat16_11.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_11.xy = u_xlat16_57.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_7.z = u_xlat16_12.y * 0.0816320032; u_xlat16_6.x = u_xlat16_7.y; u_xlat16_6.yw = u_xlat16_56.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_12.xz = u_xlat16_56.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_12.y = u_xlat16_11.x; u_xlat16_12.w = u_xlat16_9.y; u_xlat16_6 = u_xlat16_6 + u_xlat16_12; u_xlat16_7.yw = u_xlat16_56.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_9.xz = u_xlat16_56.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_9.y = u_xlat16_11.y; u_xlat16_7 = u_xlat16_7 + u_xlat16_9; u_xlat16_11 = u_xlat16_12 / u_xlat16_6; u_xlat16_11 = u_xlat16_11 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_9 = u_xlat16_9 / u_xlat16_7; u_xlat16_9 = u_xlat16_9 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_11 = u_xlat16_11.wxyz * _MainLightShadowmapSize.xxxx; u_xlat16_9 = u_xlat16_9.xwyz * _MainLightShadowmapSize.yyyy; u_xlat16_12.xzw = u_xlat16_11.yzw; u_xlat16_12.y = u_xlat16_9.x; u_xlat16_13 = u_xlat16_10.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_12.xyzy; u_xlat16_56.xy = u_xlat16_10.xy * _MainLightShadowmapSize.xy + u_xlat16_12.wy; u_xlat16_11.y = u_xlat16_12.y; u_xlat16_12.y = u_xlat16_9.z; u_xlat16_14 = u_xlat16_10.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_12.xyzy; u_xlat16_15.xy = u_xlat16_10.xy * _MainLightShadowmapSize.xy + u_xlat16_12.wy; u_xlat16_11.z = u_xlat16_12.y; u_xlat16_16 = u_xlat16_10.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_11.xyxz; u_xlat16_12.y = u_xlat16_9.w; u_xlat16_17 = u_xlat16_10.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_12.xyzy; u_xlat16_34.xy = u_xlat16_10.xy * _MainLightShadowmapSize.xy + u_xlat16_12.wy; u_xlat16_11.w = u_xlat16_12.y; u_xlat16_61.xy = u_xlat16_10.xy * _MainLightShadowmapSize.xy + u_xlat16_11.xw; u_xlat16_9.xzw = u_xlat16_12.xzw; u_xlat16_12 = u_xlat16_10.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_9.xyzy; u_xlat16_18.xy = u_xlat16_10.xy * _MainLightShadowmapSize.xy + u_xlat16_9.wy; u_xlat16_9.x = u_xlat16_11.x; u_xlat16_10.xy = u_xlat16_10.xy * _MainLightShadowmapSize.xy + u_xlat16_9.xy; u_xlat16_9 = u_xlat16_6 * u_xlat16_7.xxxx; u_xlat16_19 = u_xlat16_6 * u_xlat16_7.yyyy; u_xlat16_20 = u_xlat16_6 * u_xlat16_7.zzzz; u_xlat16_6 = u_xlat16_6 * u_xlat16_7.wwww; vec3 txVec13 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_23 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat16_13.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat46 = u_xlat16_46 * u_xlat16_9.y; u_xlat23.x = u_xlat16_9.x * u_xlat16_23 + u_xlat46; vec3 txVec15 = vec3(u_xlat16_56.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat23.x = u_xlat16_9.z * u_xlat16_46 + u_xlat23.x; vec3 txVec16 = vec3(u_xlat16_16.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat23.x = u_xlat16_9.w * u_xlat16_46 + u_xlat23.x; vec3 txVec17 = vec3(u_xlat16_14.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat23.x = u_xlat16_19.x * u_xlat16_46 + u_xlat23.x; vec3 txVec18 = vec3(u_xlat16_14.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat23.x = u_xlat16_19.y * u_xlat16_46 + u_xlat23.x; vec3 txVec19 = vec3(u_xlat16_15.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat23.x = u_xlat16_19.z * u_xlat16_46 + u_xlat23.x; vec3 txVec20 = vec3(u_xlat16_16.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat23.x = u_xlat16_19.w * u_xlat16_46 + u_xlat23.x; vec3 txVec21 = vec3(u_xlat16_17.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat23.x = u_xlat16_20.x * u_xlat16_46 + u_xlat23.x; vec3 txVec22 = vec3(u_xlat16_17.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat23.x = u_xlat16_20.y * u_xlat16_46 + u_xlat23.x; vec3 txVec23 = vec3(u_xlat16_34.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat23.x = u_xlat16_20.z * u_xlat16_46 + u_xlat23.x; vec3 txVec24 = vec3(u_xlat16_61.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat23.x = u_xlat16_20.w * u_xlat16_46 + u_xlat23.x; vec3 txVec25 = vec3(u_xlat16_12.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat23.x = u_xlat16_6.x * u_xlat16_46 + u_xlat23.x; vec3 txVec26 = vec3(u_xlat16_12.zw,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat23.x = u_xlat16_6.y * u_xlat16_46 + u_xlat23.x; vec3 txVec27 = vec3(u_xlat16_18.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat23.x = u_xlat16_6.z * u_xlat16_46 + u_xlat23.x; vec3 txVec28 = vec3(u_xlat16_10.xy,vs_TEXCOORD6.z); u_xlat16_46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat77 = u_xlat16_6.w * u_xlat16_46 + u_xlat23.x; u_xlat16_77 = u_xlat77; } } } else { vec3 txVec29 = vec3(vs_TEXCOORD6.xy,vs_TEXCOORD6.z); u_xlat16_77 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); u_xlat16_77 = u_xlat16_77; } u_xlat16_10.x = (-_MainLightShadowParams.x) + 1.0; u_xlat16_77 = u_xlat16_77 * _MainLightShadowParams.x + u_xlat16_10.x; u_xlatb23 = 0.0>=vs_TEXCOORD6.z; u_xlatb46 = vs_TEXCOORD6.z>=1.0; u_xlatb23 = u_xlatb46 || u_xlatb23; u_xlat16_77 = (u_xlatb23) ? 1.0 : u_xlat16_77; u_xlat23.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat23.x = dot(u_xlat23.xyz, u_xlat23.xyz); u_xlat23.x = u_xlat23.x * _MainLightShadowParams.z + _MainLightShadowParams.w; u_xlat23.x = clamp(u_xlat23.x, 0.0, 1.0); u_xlat16_10.x = (-u_xlat16_77) + 1.0; u_xlat16_77 = u_xlat23.x * u_xlat16_10.x + u_xlat16_77; u_xlat16_10.xyz = vec3(u_xlat0) * _MainLightColor.xyz; u_xlat16_79 = dot((-u_xlat16_5.xyz), u_xlat2.xyz); u_xlat16_79 = u_xlat16_79 + u_xlat16_79; u_xlat16_11.xyz = u_xlat2.xyz * (-vec3(u_xlat16_79)) + (-u_xlat16_5.xyz); u_xlat16_79 = dot(u_xlat2.xyz, u_xlat16_5.xyz); u_xlat16_79 = clamp(u_xlat16_79, 0.0, 1.0); u_xlat16_79 = (-u_xlat16_79) + 1.0; u_xlat16_79 = u_xlat16_79 * u_xlat16_79; u_xlat16_79 = u_xlat16_79 * u_xlat16_79; u_xlat16_80 = (-u_xlat16_26.x) * 0.699999988 + 1.70000005; u_xlat16_26.x = u_xlat16_26.x * u_xlat16_80; u_xlat16_26.x = u_xlat16_26.x * 6.0; u_xlat16_6 = textureLod(unity_SpecCube0, u_xlat16_11.xyz, u_xlat16_26.x); u_xlat16_26.x = u_xlat16_6.w + -1.0; u_xlat16_26.x = unity_SpecCube0_HDR.w * u_xlat16_26.x + 1.0; u_xlat16_26.x = max(u_xlat16_26.x, 0.0); u_xlat16_26.x = log2(u_xlat16_26.x); u_xlat16_26.x = u_xlat16_26.x * unity_SpecCube0_HDR.y; u_xlat16_26.x = exp2(u_xlat16_26.x); u_xlat16_26.x = u_xlat16_26.x * unity_SpecCube0_HDR.x; u_xlat16_11.xyz = u_xlat16_6.xyz * u_xlat16_26.xxx; u_xlat16_26.xz = vec2(u_xlat16_72) * vec2(u_xlat16_72) + vec2(-1.0, 1.0); u_xlat16_72 = float(1.0) / u_xlat16_26.z; u_xlat16_12.xyz = (-u_xlat16_8.xyz) + vec3(u_xlat16_49); u_xlat16_12.xyz = vec3(u_xlat16_79) * u_xlat16_12.xyz + u_xlat16_8.xyz; u_xlat23.xyz = vec3(u_xlat16_72) * u_xlat16_12.xyz; u_xlat16_11.xyz = u_xlat23.xyz * u_xlat16_11.xyz; u_xlat16_11.xyz = vs_TEXCOORD8.xyz * u_xlat16_4.xyz + u_xlat16_11.xyz; u_xlat23.x = u_xlat16_77 * unity_LightData.z; u_xlat16_49 = dot(u_xlat2.xyz, _MainLightPosition.xyz); u_xlat16_49 = clamp(u_xlat16_49, 0.0, 1.0); u_xlat16_49 = u_xlat23.x * u_xlat16_49; u_xlat16_10.xyz = vec3(u_xlat16_49) * u_xlat16_10.xyz; u_xlat23.xyz = u_xlat16_5.xyz + _MainLightPosition.xyz; u_xlat71 = dot(u_xlat23.xyz, u_xlat23.xyz); u_xlat71 = max(u_xlat71, 1.17549435e-38); u_xlat71 = inversesqrt(u_xlat71); u_xlat23.xyz = u_xlat23.xyz * vec3(u_xlat71); u_xlat71 = dot(u_xlat2.xyz, u_xlat23.xyz); u_xlat71 = clamp(u_xlat71, 0.0, 1.0); u_xlat23.x = dot(_MainLightPosition.xyz, u_xlat23.xyz); u_xlat23.x = clamp(u_xlat23.x, 0.0, 1.0); u_xlat46 = u_xlat71 * u_xlat71; u_xlat46 = u_xlat46 * u_xlat16_26.x + 1.00001001; u_xlat16_49 = u_xlat23.x * u_xlat23.x; u_xlat23.x = u_xlat46 * u_xlat46; u_xlat46 = max(u_xlat16_49, 0.100000001); u_xlat23.x = u_xlat46 * u_xlat23.x; u_xlat23.x = u_xlat16_74 * u_xlat23.x; u_xlat23.x = u_xlat16_73 / u_xlat23.x; u_xlat16_49 = u_xlat23.x + -6.10351562e-05; u_xlat16_49 = max(u_xlat16_49, 0.0); u_xlat16_49 = min(u_xlat16_49, 1000.0); u_xlat16_12.xyz = u_xlat16_8.xyz * vec3(u_xlat16_49) + u_xlat16_4.xyz; u_xlat16_10.xyz = u_xlat16_10.xyz * u_xlat16_12.xyz; u_xlat16_49 = min(_AdditionalLightsCount.x, unity_LightData.y); u_xlatu23 = uint(int(u_xlat16_49)); u_xlat16_12.x = float(0.0); u_xlat16_12.y = float(0.0); u_xlat16_12.z = float(0.0); for(uint u_xlatu_loop_1 = uint(0u) ; u_xlatu_loop_1> (2u & uint(0x1F))); u_xlati71 = int(uint(u_xlatu_loop_1 & 3u)); u_xlat69 = dot(unity_LightIndices[int(u_xlatu69)], ImmCB_0[u_xlati71]); u_xlati69 = int(u_xlat69); u_xlat21.xyz = (-vs_TEXCOORD1.xyz) * _AdditionalLightsPosition[u_xlati69].www + _AdditionalLightsPosition[u_xlati69].xyz; u_xlat71 = dot(u_xlat21.xyz, u_xlat21.xyz); u_xlat71 = max(u_xlat71, 6.10351562e-05); u_xlat90 = inversesqrt(u_xlat71); u_xlat22.xyz = vec3(u_xlat90) * u_xlat21.xyz; u_xlat91 = float(1.0) / float(u_xlat71); u_xlat71 = u_xlat71 * _AdditionalLightsAttenuation[u_xlati69].x; u_xlat16_49 = (-u_xlat71) * u_xlat71 + 1.0; u_xlat16_49 = max(u_xlat16_49, 0.0); u_xlat16_49 = u_xlat16_49 * u_xlat16_49; u_xlat71 = u_xlat16_49 * u_xlat91; u_xlat16_49 = dot(_AdditionalLightsSpotDir[u_xlati69].xyz, u_xlat22.xyz); u_xlat16_49 = u_xlat16_49 * _AdditionalLightsAttenuation[u_xlati69].z + _AdditionalLightsAttenuation[u_xlati69].w; u_xlat16_49 = clamp(u_xlat16_49, 0.0, 1.0); u_xlat16_49 = u_xlat16_49 * u_xlat16_49; u_xlat71 = u_xlat71 * u_xlat16_49; u_xlat16_13.xyz = vec3(u_xlat0) * _AdditionalLightsColor[u_xlati69].xyz; u_xlat16_49 = dot(u_xlat2.xyz, u_xlat22.xyz); u_xlat16_49 = clamp(u_xlat16_49, 0.0, 1.0); u_xlat16_49 = u_xlat71 * u_xlat16_49; u_xlat16_13.xyz = vec3(u_xlat16_49) * u_xlat16_13.xyz; u_xlat21.xyz = u_xlat21.xyz * vec3(u_xlat90) + u_xlat16_5.xyz; u_xlat69 = dot(u_xlat21.xyz, u_xlat21.xyz); u_xlat69 = max(u_xlat69, 1.17549435e-38); u_xlat69 = inversesqrt(u_xlat69); u_xlat21.xyz = vec3(u_xlat69) * u_xlat21.xyz; u_xlat69 = dot(u_xlat2.xyz, u_xlat21.xyz); u_xlat69 = clamp(u_xlat69, 0.0, 1.0); u_xlat71 = dot(u_xlat22.xyz, u_xlat21.xyz); u_xlat71 = clamp(u_xlat71, 0.0, 1.0); u_xlat69 = u_xlat69 * u_xlat69; u_xlat69 = u_xlat69 * u_xlat16_26.x + 1.00001001; u_xlat16_49 = u_xlat71 * u_xlat71; u_xlat69 = u_xlat69 * u_xlat69; u_xlat71 = max(u_xlat16_49, 0.100000001); u_xlat69 = u_xlat69 * u_xlat71; u_xlat69 = u_xlat16_74 * u_xlat69; u_xlat69 = u_xlat16_73 / u_xlat69; u_xlat16_49 = u_xlat69 + -6.10351562e-05; u_xlat16_49 = max(u_xlat16_49, 0.0); u_xlat16_49 = min(u_xlat16_49, 1000.0); u_xlat16_14.xyz = u_xlat16_8.xyz * vec3(u_xlat16_49) + u_xlat16_4.xyz; u_xlat16_12.xyz = u_xlat16_14.xyz * u_xlat16_13.xyz + u_xlat16_12.xyz; } u_xlat16_3.xyz = u_xlat16_11.xyz * u_xlat16_3.xxx + u_xlat16_10.xyz; u_xlat16_1.xyz = u_xlat16_12.xyz + u_xlat16_3.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 $Globals_ScaledScreenParams_GlobalMipBias_MainLightPosition _MainLightColor0_AmbientOcclusionParam@_AdditionalLightsCountP_AdditionalLightsPosition`_AdditionalLightsColor`_AdditionalLightsAttenuation`_AdditionalLightsSpotDir`_WorldSpaceCameraPos`unity_OrthoParamsp_MainLightShadowOffset0_MainLightShadowOffset1_MainLightShadowParams_MainLightShadowmapSize unity_MatrixVUnityPerMaterial| _BaseMap_ST _BaseColor _SmoothnessT _MetallicX _BumpScale\_OcclusionStrengthd_Surfacex UnityPerDraw unity_WorldTransformParamsunity_LightDataunity_LightIndicesunity_SpecCube0_HDR unity_SHAr unity_SHAg unity_SHAb unity_SHBr unity_SHBg unity_SHBb unity_SHCunity_ObjectToWorldunity_WorldToObject@ unity_SpecCube0_BaseMap_BumpMap _OcclusionMap_ScreenSpaceOcclusionTexture_MainLightShadowmapTexture$GlobalsUnityPerMaterial UnityPerDraw