Xu  DIRLIGHTMAP_COMBINEDEVALUATE_SH_VERTEX LIGHTMAP_ONLOD_FADE_CROSSFADE_ADDITIONAL_LIGHTS_ADDITIONAL_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS _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]; 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 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 vec4 vs_TEXCOORD6; 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; u_xlat1.xyz = u_xlat0.yyy * hlslcc_mtx4x4_MainLightWorldToShadow[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[0].xyz * u_xlat0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[2].xyz * u_xlat0.zzz + u_xlat1.xyz; vs_TEXCOORD6.xyz = u_xlat1.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[3].xyz; vs_TEXCOORD6.w = 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 _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 vec4 vs_TEXCOORD6; 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; vec3 u_xlat5; mediump vec4 u_xlat16_5; vec3 u_xlat6; mediump vec4 u_xlat16_6; mediump vec3 u_xlat16_7; mediump vec3 u_xlat16_8; mediump vec3 u_xlat16_9; mediump float u_xlat16_10; mediump vec3 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; float u_xlat17; 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 float u_xlat16_22; uint u_xlatu22; bool u_xlatb22; vec3 u_xlat23; mediump vec4 u_xlat16_23; bvec3 u_xlatb23; vec3 u_xlat24; bvec3 u_xlatb24; vec3 u_xlat25; vec3 u_xlat26; bvec3 u_xlatb26; float u_xlat27; bvec3 u_xlatb27; bool u_xlatb28; mediump float u_xlat16_38; mediump vec3 u_xlat16_40; float u_xlat50; uint u_xlatu50; bool u_xlatb50; vec3 u_xlat54; mediump float u_xlat16_59; float u_xlat66; mediump vec2 u_xlat16_66; mediump vec2 u_xlat16_67; 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_76; float u_xlat78; int u_xlati78; uint u_xlatu78; bool u_xlatb78; float u_xlat82; float u_xlat84; mediump float u_xlat16_84; bool u_xlatb84; float u_xlat86; mediump float u_xlat16_86; bool u_xlatb86; float u_xlat87; mediump float u_xlat16_87; mediump float u_xlat16_91; mediump float u_xlat16_92; mediump float u_xlat16_93; mediump float u_xlat16_94; mediump float u_xlat16_95; mediump float u_xlat16_96; float u_xlat106; int u_xlati106; bool u_xlatb106; float u_xlat108; float u_xlat109; mediump float u_xlat16_109; int u_xlati109; bool u_xlatb109; float u_xlat110; mediump float u_xlat16_110; 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_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_7.xyz = vec3(u_xlat16_87) * u_xlat16_5.xyz; u_xlat16_8.xyz = u_xlat16_4.xyz + vec3(-0.5, -0.5, -0.5); u_xlat84 = dot(u_xlat2.xyz, u_xlat16_8.xyz); u_xlat84 = u_xlat84 + 0.5; u_xlat16_7.xyz = vec3(u_xlat84) * u_xlat16_7.xyz; u_xlat16_87 = max(u_xlat16_4.w, 9.99999975e-05); u_xlat16_7.xyz = u_xlat16_7.xyz / vec3(u_xlat16_87); u_xlat5.xy = vec2(1.0) / vec2(_ScaledScreenParams.xy); u_xlat5.xy = u_xlat5.xy * hlslcc_FragCoord.xy; u_xlat16_87 = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_91 = (-u_xlat16_87) + _Smoothness; u_xlat16_8.xyz = u_xlat16_1.xyz * vec3(u_xlat16_87); u_xlat16_9.xyz = u_xlat16_0.xyz * _BaseColor.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991); u_xlat16_9.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_9.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991); u_xlat16_87 = (-_Smoothness) + 1.0; u_xlat16_92 = u_xlat16_87 * u_xlat16_87; u_xlat16_92 = max(u_xlat16_92, 0.0078125); u_xlat16_93 = u_xlat16_92 * u_xlat16_92; u_xlat16_91 = u_xlat16_91 + 1.0; u_xlat16_91 = clamp(u_xlat16_91, 0.0, 1.0); u_xlat16_10 = u_xlat16_92 * 4.0 + 2.0; u_xlat16_0.x = texture(_ScreenSpaceOcclusionTexture, u_xlat5.xy, _GlobalMipBias.x).x; u_xlat16_38 = (-_AmbientOcclusionParam.x) + 1.0; u_xlat16_38 = u_xlat16_0.x + u_xlat16_38; u_xlat16_38 = clamp(u_xlat16_38, 0.0, 1.0); u_xlat0 = u_xlat16_38 + -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 = vs_TEXCOORD6.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat4.xy,vs_TEXCOORD6.z); u_xlat16_5.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat4.zw,vs_TEXCOORD6.z); u_xlat16_5.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat4 = vs_TEXCOORD6.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat4.xy,vs_TEXCOORD6.z); u_xlat16_5.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat4.zw,vs_TEXCOORD6.z); u_xlat16_5.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat16_66.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_11.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_11.xy = floor(u_xlat16_11.xy); u_xlat16_67.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_11.xy); u_xlat16_4 = u_xlat16_67.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_12.xy = u_xlat16_5.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_68.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_67.xy); u_xlat16_13.xy = (-u_xlat16_67.xy) + vec2(1.0, 1.0); u_xlat16_69.xy = min(u_xlat16_67.xy, vec2(0.0, 0.0)); u_xlat16_69.xy = (-u_xlat16_69.xy) * u_xlat16_69.xy + u_xlat16_13.xy; u_xlat16_67.xy = max(u_xlat16_67.xy, vec2(0.0, 0.0)); u_xlat16_67.xy = (-u_xlat16_67.xy) * u_xlat16_67.xy + u_xlat16_4.yw; u_xlat16_69.xy = u_xlat16_69.xy + vec2(1.0, 1.0); u_xlat16_67.xy = u_xlat16_67.xy + vec2(1.0, 1.0); u_xlat16_5.xy = u_xlat16_68.xy * vec2(0.159999996, 0.159999996); u_xlat16_6.xy = u_xlat16_13.xy * vec2(0.159999996, 0.159999996); u_xlat16_13.xy = u_xlat16_69.xy * vec2(0.159999996, 0.159999996); u_xlat16_14.xy = u_xlat16_67.xy * vec2(0.159999996, 0.159999996); u_xlat16_67.xy = u_xlat16_4.yw * vec2(0.159999996, 0.159999996); u_xlat16_5.z = u_xlat16_13.x; u_xlat16_5.w = u_xlat16_67.x; u_xlat16_6.z = u_xlat16_14.x; u_xlat16_6.w = u_xlat16_12.x; u_xlat16_4 = u_xlat16_5.zwxz + u_xlat16_6.zwxz; u_xlat16_13.z = u_xlat16_5.y; u_xlat16_13.w = u_xlat16_67.y; u_xlat16_14.z = u_xlat16_6.y; u_xlat16_14.w = u_xlat16_12.y; u_xlat16_12.xyz = u_xlat16_13.zyw + u_xlat16_14.zyw; u_xlat16_13.xyz = u_xlat16_6.xzw / u_xlat16_4.zwy; u_xlat16_13.xyz = u_xlat16_13.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_14.xyz = u_xlat16_14.zyw / u_xlat16_12.xyz; u_xlat16_14.xyz = u_xlat16_14.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_5.xyz = u_xlat16_13.yxz * _MainLightShadowmapSize.xxx; u_xlat16_6.xyz = u_xlat16_14.xyz * _MainLightShadowmapSize.yyy; u_xlat16_5.w = u_xlat16_6.x; u_xlat16_13 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_5.ywxw; u_xlat16_67.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_5.zw; u_xlat16_6.w = u_xlat16_5.y; u_xlat16_5.yw = u_xlat16_6.yz; u_xlat16_14 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_5.xyzy; u_xlat16_6 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.wywz; u_xlat16_5 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_5.xwzw; u_xlat16_15 = u_xlat16_4.zwyz * u_xlat16_12.xxxy; u_xlat16_16 = u_xlat16_4 * u_xlat16_12.yyzz; u_xlat16_94 = u_xlat16_4.y * u_xlat16_12.z; vec3 txVec4 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_86 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat16_13.zw,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat17 = u_xlat16_15.y * u_xlat16_17.x; u_xlat86 = u_xlat16_15.x * u_xlat16_86 + u_xlat17; vec3 txVec6 = vec3(u_xlat16_67.xy,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat86 = u_xlat16_15.z * u_xlat16_17.x + u_xlat86; vec3 txVec7 = vec3(u_xlat16_6.xy,vs_TEXCOORD6.z); u_xlat16_18.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat86 = u_xlat16_15.w * u_xlat16_18.x + u_xlat86; vec3 txVec8 = vec3(u_xlat16_14.xy,vs_TEXCOORD6.z); u_xlat16_18.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat86 = u_xlat16_16.x * u_xlat16_18.x + u_xlat86; vec3 txVec9 = vec3(u_xlat16_14.zw,vs_TEXCOORD6.z); u_xlat16_18.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat86 = u_xlat16_16.y * u_xlat16_18.x + u_xlat86; vec3 txVec10 = vec3(u_xlat16_6.zw,vs_TEXCOORD6.z); u_xlat16_18.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat86 = u_xlat16_16.z * u_xlat16_18.x + u_xlat86; vec3 txVec11 = vec3(u_xlat16_5.xy,vs_TEXCOORD6.z); u_xlat16_18.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat86 = u_xlat16_16.w * u_xlat16_18.x + u_xlat86; vec3 txVec12 = vec3(u_xlat16_5.zw,vs_TEXCOORD6.z); u_xlat16_18.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat66 = u_xlat16_94 * u_xlat16_18.x + u_xlat86; u_xlat16_66.x = u_xlat66; } else { u_xlat16_11.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_11.xy = floor(u_xlat16_11.xy); u_xlat16_67.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_11.xy); u_xlat16_4 = u_xlat16_67.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_6.yw = u_xlat16_5.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_12.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_67.xy); u_xlat16_68.xy = (-u_xlat16_67.xy) + vec2(1.0, 1.0); u_xlat16_13.xy = min(u_xlat16_67.xy, vec2(0.0, 0.0)); u_xlat16_68.xy = (-u_xlat16_13.xy) * u_xlat16_13.xy + u_xlat16_68.xy; u_xlat16_13.xy = max(u_xlat16_67.xy, vec2(0.0, 0.0)); u_xlat16_14.xy = (-u_xlat16_13.xy) * u_xlat16_13.xy + u_xlat16_4.yw; u_xlat16_68.xy = u_xlat16_68.xy + vec2(2.0, 2.0); u_xlat16_14.xy = u_xlat16_14.xy + vec2(2.0, 2.0); u_xlat16_4.z = u_xlat16_14.x * 0.0816320032; u_xlat16_5.xy = u_xlat16_12.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_12.xy = u_xlat16_68.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_5.z = u_xlat16_14.y * 0.0816320032; u_xlat16_4.x = u_xlat16_5.y; u_xlat16_4.yw = u_xlat16_67.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_13.xz = u_xlat16_67.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_13.y = u_xlat16_12.x; u_xlat16_13.w = u_xlat16_6.y; u_xlat16_4 = u_xlat16_4 + u_xlat16_13; u_xlat16_5.yw = u_xlat16_67.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_6.xz = u_xlat16_67.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_6.y = u_xlat16_12.y; u_xlat16_5 = u_xlat16_5 + u_xlat16_6; u_xlat16_12 = u_xlat16_13 / u_xlat16_4; u_xlat16_12 = u_xlat16_12 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_6 = u_xlat16_6 / u_xlat16_5; u_xlat16_6 = u_xlat16_6 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_12 = u_xlat16_12.wxyz * _MainLightShadowmapSize.xxxx; u_xlat16_6 = u_xlat16_6.xwyz * _MainLightShadowmapSize.yyyy; u_xlat16_13.xzw = u_xlat16_12.yzw; u_xlat16_13.y = u_xlat16_6.x; u_xlat16_14 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_67.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_12.y = u_xlat16_13.y; u_xlat16_13.y = u_xlat16_6.z; u_xlat16_15 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_16.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_12.z = u_xlat16_13.y; u_xlat16_17 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_12.xyxz; u_xlat16_13.y = u_xlat16_6.w; u_xlat16_18 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_13.xyzy; u_xlat16_40.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_12.w = u_xlat16_13.y; u_xlat16_72.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_12.xw; u_xlat16_6.xzw = u_xlat16_13.xzw; u_xlat16_13 = u_xlat16_11.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.xyzy; u_xlat16_19.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_6.wy; u_xlat16_6.x = u_xlat16_12.x; u_xlat16_11.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_6.xy; u_xlat16_6 = u_xlat16_4 * u_xlat16_5.xxxx; u_xlat16_20 = 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_14.xy,vs_TEXCOORD6.z); u_xlat16_86 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat16_14.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat22.x = u_xlat16_6.y * u_xlat16_22; u_xlat86 = u_xlat16_6.x * u_xlat16_86 + u_xlat22.x; vec3 txVec15 = vec3(u_xlat16_67.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat86 = u_xlat16_6.z * u_xlat16_22 + u_xlat86; vec3 txVec16 = vec3(u_xlat16_17.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat86 = u_xlat16_6.w * u_xlat16_22 + u_xlat86; vec3 txVec17 = vec3(u_xlat16_15.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat86 = u_xlat16_20.x * u_xlat16_22 + u_xlat86; vec3 txVec18 = vec3(u_xlat16_15.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat86 = u_xlat16_20.y * u_xlat16_22 + u_xlat86; vec3 txVec19 = vec3(u_xlat16_16.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat86 = u_xlat16_20.z * u_xlat16_22 + u_xlat86; vec3 txVec20 = vec3(u_xlat16_17.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat86 = u_xlat16_20.w * u_xlat16_22 + u_xlat86; vec3 txVec21 = vec3(u_xlat16_18.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat86 = u_xlat16_21.x * u_xlat16_22 + u_xlat86; vec3 txVec22 = vec3(u_xlat16_18.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat86 = u_xlat16_21.y * u_xlat16_22 + u_xlat86; vec3 txVec23 = vec3(u_xlat16_40.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat86 = u_xlat16_21.z * u_xlat16_22 + u_xlat86; vec3 txVec24 = vec3(u_xlat16_72.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat86 = u_xlat16_21.w * u_xlat16_22 + u_xlat86; vec3 txVec25 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat86 = u_xlat16_4.x * u_xlat16_22 + u_xlat86; vec3 txVec26 = vec3(u_xlat16_13.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat86 = u_xlat16_4.y * u_xlat16_22 + u_xlat86; vec3 txVec27 = vec3(u_xlat16_19.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat86 = u_xlat16_4.z * u_xlat16_22 + u_xlat86; vec3 txVec28 = vec3(u_xlat16_11.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat66 = u_xlat16_4.w * u_xlat16_22 + u_xlat86; u_xlat16_66.x = u_xlat66; } } } else { vec3 txVec29 = vec3(vs_TEXCOORD6.xy,vs_TEXCOORD6.z); u_xlat16_66.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); u_xlat16_66.x = u_xlat16_66.x; } u_xlat16_94 = (-_MainLightShadowParams.x) + 1.0; u_xlat16_66.x = u_xlat16_66.x * _MainLightShadowParams.x + u_xlat16_94; u_xlatb86 = 0.0>=vs_TEXCOORD6.z; u_xlatb22 = vs_TEXCOORD6.z>=1.0; u_xlatb86 = u_xlatb86 || u_xlatb22; u_xlat16_66.x = (u_xlatb86) ? 1.0 : u_xlat16_66.x; u_xlat22.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat86 = dot(u_xlat22.xyz, u_xlat22.xyz); u_xlat22.x = u_xlat86 * _MainLightShadowParams.z + _MainLightShadowParams.w; u_xlat22.x = clamp(u_xlat22.x, 0.0, 1.0); u_xlat16_94 = (-u_xlat16_66.x) + 1.0; u_xlat16_66.x = u_xlat22.x * u_xlat16_94 + u_xlat16_66.x; u_xlat16_11.xyz = vec3(u_xlat0) * _MainLightColor.xyz; u_xlat16_94 = dot((-u_xlat16_3.xyz), u_xlat2.xyz); u_xlat16_94 = u_xlat16_94 + u_xlat16_94; u_xlat16_12.xyz = u_xlat2.xyz * (-vec3(u_xlat16_94)) + (-u_xlat16_3.xyz); u_xlat16_94 = dot(u_xlat2.xyz, u_xlat16_3.xyz); u_xlat16_94 = clamp(u_xlat16_94, 0.0, 1.0); u_xlat16_94 = (-u_xlat16_94) + 1.0; u_xlat16_94 = u_xlat16_94 * u_xlat16_94; u_xlat16_94 = u_xlat16_94 * u_xlat16_94; u_xlat16_95 = (-u_xlat16_87) * 0.699999988 + 1.70000005; u_xlat16_87 = u_xlat16_87 * u_xlat16_95; u_xlat16_87 = u_xlat16_87 * 6.0; u_xlat22.xyz = unity_SpecCube0_BoxMax.xyz + (-unity_SpecCube0_BoxMin.xyz); u_xlat16_95 = dot(u_xlat22.xyz, u_xlat22.xyz); u_xlat22.xyz = unity_SpecCube1_BoxMax.xyz + (-unity_SpecCube1_BoxMin.xyz); u_xlat16_96 = dot(u_xlat22.xyz, u_xlat22.xyz); u_xlat16_95 = u_xlat16_95 + (-u_xlat16_96); u_xlatb22 = 0.0> (2u & uint(0x1F))); u_xlati106 = int(uint(u_xlatu_loop_1 & 3u)); u_xlat78 = dot(unity_LightIndices[int(u_xlatu78)], ImmCB_0[u_xlati106]); u_xlati78 = int(u_xlat78); u_xlat24.xyz = (-vs_TEXCOORD1.xyz) * _AdditionalLightsPosition[u_xlati78].www + _AdditionalLightsPosition[u_xlati78].xyz; u_xlat106 = dot(u_xlat24.xyz, u_xlat24.xyz); u_xlat106 = max(u_xlat106, 6.10351562e-05); u_xlat108 = inversesqrt(u_xlat106); u_xlat25.xyz = vec3(u_xlat108) * u_xlat24.xyz; u_xlat109 = float(1.0) / float(u_xlat106); u_xlat106 = u_xlat106 * _AdditionalLightsAttenuation[u_xlati78].x; u_xlat16_87 = (-u_xlat106) * u_xlat106 + 1.0; u_xlat16_87 = max(u_xlat16_87, 0.0); u_xlat16_87 = u_xlat16_87 * u_xlat16_87; u_xlat106 = u_xlat16_87 * u_xlat109; u_xlat16_87 = dot(_AdditionalLightsSpotDir[u_xlati78].xyz, u_xlat25.xyz); u_xlat16_87 = u_xlat16_87 * _AdditionalLightsAttenuation[u_xlati78].z + _AdditionalLightsAttenuation[u_xlati78].w; u_xlat16_87 = clamp(u_xlat16_87, 0.0, 1.0); u_xlat16_87 = u_xlat16_87 * u_xlat16_87; u_xlat106 = u_xlat16_87 * u_xlat106; u_xlati109 = int(_AdditionalShadowParams[u_xlati78].w); u_xlatb26.x = u_xlati109>=0; if(u_xlatb26.x){ u_xlatb26.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_AdditionalShadowParams[u_xlati78].z); if(u_xlatb26.x){ u_xlatb26.xyz = greaterThanEqual(abs(u_xlat25.zzyz), abs(u_xlat25.xyxx)).xyz; u_xlatb26.x = u_xlatb26.y && u_xlatb26.x; u_xlatb27.xyz = lessThan((-u_xlat25.zyxz), vec4(0.0, 0.0, 0.0, 0.0)).xyz; u_xlat54.x = (u_xlatb27.x) ? float(5.0) : float(4.0); u_xlat54.z = (u_xlatb27.y) ? float(3.0) : float(2.0); u_xlat27 = u_xlatb27.z ? 1.0 : float(0.0); u_xlat82 = (u_xlatb26.z) ? u_xlat54.z : u_xlat27; u_xlat26.x = (u_xlatb26.x) ? u_xlat54.x : u_xlat82; u_xlat54.x = trunc(_AdditionalShadowParams[u_xlati78].w); u_xlat26.x = u_xlat26.x + u_xlat54.x; u_xlati109 = int(u_xlat26.x); } u_xlati109 = int(u_xlati109 << (2 & int(0x1F))); u_xlat4 = vs_TEXCOORD1.yyyy * hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati109 + 1)]; u_xlat4 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[u_xlati109] * vs_TEXCOORD1.xxxx + u_xlat4; u_xlat4 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati109 + 2)] * vs_TEXCOORD1.zzzz + u_xlat4; u_xlat4 = u_xlat4 + hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati109 + 3)]; u_xlat26.xyz = u_xlat4.xyz / u_xlat4.www; u_xlatb109 = 0.0<_AdditionalShadowParams[u_xlati78].y; if(u_xlatb109){ u_xlatb109 = 1.0==_AdditionalShadowParams[u_xlati78].y; if(u_xlatb109){ u_xlat4 = u_xlat26.xyxy + _AdditionalShadowOffset0; vec3 txVec30 = vec3(u_xlat4.xy,u_xlat26.z); u_xlat16_5.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec30, 0.0); vec3 txVec31 = vec3(u_xlat4.zw,u_xlat26.z); u_xlat16_5.y = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec31, 0.0); u_xlat4 = u_xlat26.xyxy + _AdditionalShadowOffset1; vec3 txVec32 = vec3(u_xlat4.xy,u_xlat26.z); u_xlat16_5.z = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec32, 0.0); vec3 txVec33 = vec3(u_xlat4.zw,u_xlat26.z); u_xlat16_5.w = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec33, 0.0); u_xlat16_87 = dot(u_xlat16_5, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb109 = 2.0==_AdditionalShadowParams[u_xlati78].y; if(u_xlatb109){ u_xlat16_66.xy = u_xlat26.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_66.xy = floor(u_xlat16_66.xy); u_xlat16_14.xy = u_xlat26.xy * _AdditionalShadowmapSize.zw + (-u_xlat16_66.xy); u_xlat16_4 = u_xlat16_14.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_70.xy = u_xlat16_5.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_15.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_14.xy); u_xlat16_71.xy = (-u_xlat16_14.xy) + vec2(1.0, 1.0); u_xlat16_16.xy = min(u_xlat16_14.xy, vec2(0.0, 0.0)); u_xlat16_16.xy = (-u_xlat16_16.xy) * u_xlat16_16.xy + u_xlat16_71.xy; u_xlat16_14.xy = max(u_xlat16_14.xy, vec2(0.0, 0.0)); u_xlat16_14.xy = (-u_xlat16_14.xy) * u_xlat16_14.xy + u_xlat16_4.yw; u_xlat16_16.xy = u_xlat16_16.xy + vec2(1.0, 1.0); u_xlat16_14.xy = u_xlat16_14.xy + vec2(1.0, 1.0); u_xlat16_5.xy = u_xlat16_15.xy * vec2(0.159999996, 0.159999996); u_xlat16_6.xy = u_xlat16_71.xy * vec2(0.159999996, 0.159999996); u_xlat16_13.xy = u_xlat16_16.xy * vec2(0.159999996, 0.159999996); u_xlat16_15.xy = u_xlat16_14.xy * vec2(0.159999996, 0.159999996); u_xlat16_14.xy = u_xlat16_4.yw * vec2(0.159999996, 0.159999996); u_xlat16_5.z = u_xlat16_13.x; u_xlat16_5.w = u_xlat16_14.x; u_xlat16_6.z = u_xlat16_15.x; u_xlat16_6.w = u_xlat16_70.x; u_xlat16_4 = u_xlat16_5.zwxz + u_xlat16_6.zwxz; u_xlat16_13.z = u_xlat16_5.y; u_xlat16_13.w = u_xlat16_14.y; u_xlat16_15.z = u_xlat16_6.y; u_xlat16_15.w = u_xlat16_70.y; u_xlat16_14.xyz = u_xlat16_13.zyw + u_xlat16_15.zyw; u_xlat16_16.xyz = u_xlat16_6.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 * _AdditionalShadowmapSize.xxx; u_xlat16_6.xyz = u_xlat16_15.xyz * _AdditionalShadowmapSize.yyy; u_xlat16_5.w = u_xlat16_6.x; u_xlat16_13 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_5.ywxw; u_xlat16_15.xy = u_xlat16_66.xy * _AdditionalShadowmapSize.xy + u_xlat16_5.zw; u_xlat16_6.w = u_xlat16_5.y; u_xlat16_5.yw = u_xlat16_6.yz; u_xlat16_16 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_5.xyzy; u_xlat16_6 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_6.wywz; u_xlat16_5 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_5.xwzw; u_xlat16_17 = u_xlat16_4.zwyz * u_xlat16_14.xxxy; u_xlat16_18 = u_xlat16_4 * u_xlat16_14.yyzz; u_xlat16_91 = u_xlat16_4.y * u_xlat16_14.z; vec3 txVec34 = vec3(u_xlat16_13.xy,u_xlat26.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec34, 0.0); vec3 txVec35 = vec3(u_xlat16_13.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec35, 0.0); u_xlat110 = u_xlat16_17.y * u_xlat16_110; u_xlat109 = u_xlat16_17.x * u_xlat16_109 + u_xlat110; vec3 txVec36 = vec3(u_xlat16_15.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec36, 0.0); u_xlat109 = u_xlat16_17.z * u_xlat16_110 + u_xlat109; vec3 txVec37 = vec3(u_xlat16_6.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec37, 0.0); u_xlat109 = u_xlat16_17.w * u_xlat16_110 + u_xlat109; vec3 txVec38 = vec3(u_xlat16_16.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec38, 0.0); u_xlat109 = u_xlat16_18.x * u_xlat16_110 + u_xlat109; vec3 txVec39 = vec3(u_xlat16_16.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec39, 0.0); u_xlat109 = u_xlat16_18.y * u_xlat16_110 + u_xlat109; vec3 txVec40 = vec3(u_xlat16_6.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec40, 0.0); u_xlat109 = u_xlat16_18.z * u_xlat16_110 + u_xlat109; vec3 txVec41 = vec3(u_xlat16_5.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec41, 0.0); u_xlat109 = u_xlat16_18.w * u_xlat16_110 + u_xlat109; vec3 txVec42 = vec3(u_xlat16_5.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec42, 0.0); u_xlat87 = u_xlat16_91 * u_xlat16_110 + u_xlat109; u_xlat16_87 = u_xlat87; } else { u_xlat16_66.xy = u_xlat26.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_66.xy = floor(u_xlat16_66.xy); u_xlat16_14.xy = u_xlat26.xy * _AdditionalShadowmapSize.zw + (-u_xlat16_66.xy); u_xlat16_4 = u_xlat16_14.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_5 = u_xlat16_4.xxzz * u_xlat16_4.xxzz; u_xlat16_6.yw = u_xlat16_5.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_70.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_14.xy); u_xlat16_15.xy = (-u_xlat16_14.xy) + vec2(1.0, 1.0); u_xlat16_71.xy = min(u_xlat16_14.xy, vec2(0.0, 0.0)); u_xlat16_15.xy = (-u_xlat16_71.xy) * u_xlat16_71.xy + u_xlat16_15.xy; u_xlat16_71.xy = max(u_xlat16_14.xy, vec2(0.0, 0.0)); u_xlat16_15.zw = (-u_xlat16_71.xy) * u_xlat16_71.xy + u_xlat16_4.yw; u_xlat16_15 = u_xlat16_15 + vec4(2.0, 2.0, 2.0, 2.0); u_xlat16_4.z = u_xlat16_15.z * 0.0816320032; u_xlat16_5.xy = u_xlat16_70.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_70.xy = u_xlat16_15.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_5.z = u_xlat16_15.w * 0.0816320032; u_xlat16_4.x = u_xlat16_5.y; u_xlat16_4.yw = u_xlat16_14.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_13.xz = u_xlat16_14.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_13.y = u_xlat16_70.x; u_xlat16_13.w = u_xlat16_6.y; u_xlat16_4 = u_xlat16_4 + u_xlat16_13; u_xlat16_5.yw = u_xlat16_14.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_6.xz = u_xlat16_14.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_6.y = u_xlat16_70.y; u_xlat16_5 = u_xlat16_5 + u_xlat16_6; u_xlat16_13 = u_xlat16_13 / u_xlat16_4; u_xlat16_13 = u_xlat16_13 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_6 = u_xlat16_6 / u_xlat16_5; u_xlat16_6 = u_xlat16_6 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_13 = u_xlat16_13.wxyz * _AdditionalShadowmapSize.xxxx; u_xlat16_6 = u_xlat16_6.xwyz * _AdditionalShadowmapSize.yyyy; u_xlat16_14.xzw = u_xlat16_13.yzw; u_xlat16_14.y = u_xlat16_6.x; u_xlat16_15 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_14.xyzy; u_xlat16_16.xy = u_xlat16_66.xy * _AdditionalShadowmapSize.xy + u_xlat16_14.wy; u_xlat16_13.y = u_xlat16_14.y; u_xlat16_14.y = u_xlat16_6.z; u_xlat16_17 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_14.xyzy; u_xlat16_72.xy = u_xlat16_66.xy * _AdditionalShadowmapSize.xy + u_xlat16_14.wy; u_xlat16_13.z = u_xlat16_14.y; u_xlat16_18 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_13.xyxz; u_xlat16_14.y = u_xlat16_6.w; u_xlat16_19 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_14.xyzy; u_xlat16_20.xy = u_xlat16_66.xy * _AdditionalShadowmapSize.xy + u_xlat16_14.wy; u_xlat16_13.w = u_xlat16_14.y; u_xlat16_76.xy = u_xlat16_66.xy * _AdditionalShadowmapSize.xy + u_xlat16_13.xw; u_xlat16_6.xzw = u_xlat16_14.xzw; u_xlat16_14 = u_xlat16_66.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16_6.xyzy; u_xlat16_21.xy = u_xlat16_66.xy * _AdditionalShadowmapSize.xy + u_xlat16_6.wy; u_xlat16_6.x = u_xlat16_13.x; u_xlat16_66.xy = u_xlat16_66.xy * _AdditionalShadowmapSize.xy + u_xlat16_6.xy; u_xlat16_6 = u_xlat16_4 * u_xlat16_5.xxxx; u_xlat16_13 = u_xlat16_4 * u_xlat16_5.yyyy; u_xlat16_23 = u_xlat16_4 * u_xlat16_5.zzzz; u_xlat16_4 = u_xlat16_4 * u_xlat16_5.wwww; vec3 txVec43 = vec3(u_xlat16_15.xy,u_xlat26.z); u_xlat16_109 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec43, 0.0); vec3 txVec44 = vec3(u_xlat16_15.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec44, 0.0); u_xlat110 = u_xlat16_6.y * u_xlat16_110; u_xlat109 = u_xlat16_6.x * u_xlat16_109 + u_xlat110; vec3 txVec45 = vec3(u_xlat16_16.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec45, 0.0); u_xlat109 = u_xlat16_6.z * u_xlat16_110 + u_xlat109; vec3 txVec46 = vec3(u_xlat16_18.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec46, 0.0); u_xlat109 = u_xlat16_6.w * u_xlat16_110 + u_xlat109; vec3 txVec47 = vec3(u_xlat16_17.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec47, 0.0); u_xlat109 = u_xlat16_13.x * u_xlat16_110 + u_xlat109; vec3 txVec48 = vec3(u_xlat16_17.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec48, 0.0); u_xlat109 = u_xlat16_13.y * u_xlat16_110 + u_xlat109; vec3 txVec49 = vec3(u_xlat16_72.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec49, 0.0); u_xlat109 = u_xlat16_13.z * u_xlat16_110 + u_xlat109; vec3 txVec50 = vec3(u_xlat16_18.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec50, 0.0); u_xlat109 = u_xlat16_13.w * u_xlat16_110 + u_xlat109; vec3 txVec51 = vec3(u_xlat16_19.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec51, 0.0); u_xlat109 = u_xlat16_23.x * u_xlat16_110 + u_xlat109; vec3 txVec52 = vec3(u_xlat16_19.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec52, 0.0); u_xlat109 = u_xlat16_23.y * u_xlat16_110 + u_xlat109; vec3 txVec53 = vec3(u_xlat16_20.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec53, 0.0); u_xlat109 = u_xlat16_23.z * u_xlat16_110 + u_xlat109; vec3 txVec54 = vec3(u_xlat16_76.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec54, 0.0); u_xlat109 = u_xlat16_23.w * u_xlat16_110 + u_xlat109; vec3 txVec55 = vec3(u_xlat16_14.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec55, 0.0); u_xlat109 = u_xlat16_4.x * u_xlat16_110 + u_xlat109; vec3 txVec56 = vec3(u_xlat16_14.zw,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec56, 0.0); u_xlat109 = u_xlat16_4.y * u_xlat16_110 + u_xlat109; vec3 txVec57 = vec3(u_xlat16_21.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec57, 0.0); u_xlat109 = u_xlat16_4.z * u_xlat16_110 + u_xlat109; vec3 txVec58 = vec3(u_xlat16_66.xy,u_xlat26.z); u_xlat16_110 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec58, 0.0); u_xlat87 = u_xlat16_4.w * u_xlat16_110 + u_xlat109; u_xlat16_87 = u_xlat87; } } } else { vec3 txVec59 = vec3(u_xlat26.xy,u_xlat26.z); u_xlat16_87 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec59, 0.0); u_xlat16_87 = u_xlat16_87; } u_xlat16_91 = 1.0 + (-_AdditionalShadowParams[u_xlati78].x); u_xlat16_87 = u_xlat16_87 * _AdditionalShadowParams[u_xlati78].x + u_xlat16_91; u_xlatb109 = 0.0>=u_xlat26.z; u_xlatb26.x = u_xlat26.z>=1.0; u_xlatb109 = u_xlatb109 || u_xlatb26.x; u_xlat16_87 = (u_xlatb109) ? 1.0 : u_xlat16_87; } else { u_xlat16_87 = 1.0; } u_xlat16_91 = (-u_xlat16_87) + 1.0; u_xlat16_87 = u_xlat86 * u_xlat16_91 + u_xlat16_87; u_xlat16_14.xyz = vec3(u_xlat0) * _AdditionalLightsColor[u_xlati78].xyz; u_xlat78 = u_xlat16_87 * u_xlat106; u_xlat16_87 = dot(u_xlat2.xyz, u_xlat25.xyz); u_xlat16_87 = clamp(u_xlat16_87, 0.0, 1.0); u_xlat16_87 = u_xlat16_87 * u_xlat78; u_xlat16_14.xyz = vec3(u_xlat16_87) * u_xlat16_14.xyz; u_xlat24.xyz = u_xlat24.xyz * vec3(u_xlat108) + u_xlat16_3.xyz; u_xlat78 = dot(u_xlat24.xyz, u_xlat24.xyz); u_xlat78 = max(u_xlat78, 1.17549435e-38); u_xlat78 = inversesqrt(u_xlat78); u_xlat24.xyz = vec3(u_xlat78) * u_xlat24.xyz; u_xlat78 = dot(u_xlat2.xyz, u_xlat24.xyz); u_xlat78 = clamp(u_xlat78, 0.0, 1.0); u_xlat106 = dot(u_xlat25.xyz, u_xlat24.xyz); u_xlat106 = clamp(u_xlat106, 0.0, 1.0); u_xlat78 = u_xlat78 * u_xlat78; u_xlat78 = u_xlat78 * u_xlat16_12.x + 1.00001001; u_xlat16_87 = u_xlat106 * u_xlat106; u_xlat78 = u_xlat78 * u_xlat78; u_xlat106 = max(u_xlat16_87, 0.100000001); u_xlat78 = u_xlat106 * u_xlat78; u_xlat78 = u_xlat16_10 * u_xlat78; u_xlat78 = u_xlat16_93 / u_xlat78; u_xlat16_87 = u_xlat78 + -6.10351562e-05; u_xlat16_87 = max(u_xlat16_87, 0.0); u_xlat16_87 = min(u_xlat16_87, 1000.0); u_xlat16_15.xyz = u_xlat16_9.xyz * vec3(u_xlat16_87) + u_xlat16_8.xyz; u_xlat16_40.xyz = u_xlat16_15.xyz * u_xlat16_14.xyz + u_xlat16_40.xyz; } u_xlat16_3.xyz = u_xlat16_7.xyz * vec3(u_xlat16_38) + u_xlat16_11.xyz; u_xlat16_1.xyz = u_xlat16_40.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 7$GlobalsT _GlossyEnvironmentCubeMap_HDR_ScaledScreenParams_GlobalMipBias _MainLightPosition0_MainLightColor@_AmbientOcclusionParamP_AdditionalLightsCount`_AdditionalLightsPositionp_AdditionalLightsColorp_AdditionalLightsAttenuationp_AdditionalLightsSpotDirp_WorldSpaceCameraPospunity_OrthoParams_MainLightShadowOffset0_MainLightShadowOffset1_MainLightShadowParams_MainLightShadowmapSize_AdditionalShadowOffset0_AdditionalShadowOffset1 _AdditionalShadowFadeParams0_AdditionalShadowmapSize@_AdditionalShadowParamsP_DitheringTextureInvSizeP unity_MatrixV_AdditionalLightsWorldToShadowPUnityPerMaterial| _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