u EVALUATE_SH_VERTEX_ADDITIONAL_LIGHTS_LIGHT_COOKIES_MAIN_LIGHT_SHADOWS _NORMALMAP_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT8#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 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; 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; uniform vec4 hlslcc_mtx4x4_MainLightWorldToLight[4]; uniform float _AdditionalLightsCookieEnableBits; uniform float _MainLightCookieTextureFormat; uniform float _AdditionalLightsCookieAtlasTextureFormat; uniform vec4 hlslcc_mtx4x4_AdditionalLightsWorldToLights[64]; uniform vec4 _AdditionalLightsCookieAtlasUVRects[16]; uniform float _AdditionalLightsLightTypes[16]; #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 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 unity_SpecCube0; UNITY_LOCATION(1) uniform mediump sampler2D _BaseMap; UNITY_LOCATION(2) uniform mediump sampler2D _BumpMap; UNITY_LOCATION(3) uniform mediump sampler2D _ScreenSpaceOcclusionTexture; UNITY_LOCATION(4) uniform mediump sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(5) uniform mediump sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; UNITY_LOCATION(6) uniform mediump sampler2D _MainLightCookieTexture; UNITY_LOCATION(7) uniform mediump sampler2D _AdditionalLightsCookieAtlasTexture; 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; vec4 u_xlat5; mediump vec4 u_xlat16_5; vec3 u_xlat6; mediump vec4 u_xlat16_6; mediump vec3 u_xlat16_7; mediump float u_xlat16_8; mediump vec3 u_xlat16_9; mediump vec4 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 vec4 u_xlat16_18; mediump vec4 u_xlat16_19; mediump vec4 u_xlat16_20; vec3 u_xlat21; int u_xlati21; uint u_xlatu21; bool u_xlatb21; float u_xlat22; vec3 u_xlat23; vec3 u_xlat24; vec3 u_xlat25; vec3 u_xlat26; vec3 u_xlat27; mediump float u_xlat16_27; uint u_xlatu27; bvec2 u_xlatb27; mediump vec3 u_xlat16_31; mediump float u_xlat16_35; mediump vec3 u_xlat16_38; vec3 u_xlat48; int u_xlati48; float u_xlat49; float u_xlat54; mediump float u_xlat16_54; bvec2 u_xlatb54; mediump float u_xlat16_57; mediump float u_xlat16_62; mediump vec2 u_xlat16_63; mediump vec2 u_xlat16_64; mediump vec2 u_xlat16_65; mediump vec2 u_xlat16_69; vec2 u_xlat76; int u_xlati76; bool u_xlatb76; vec2 u_xlat78; bvec2 u_xlatb78; float u_xlat81; bool u_xlatb81; float u_xlat83; uint u_xlatu83; mediump float u_xlat16_84; mediump float u_xlat16_88; float u_xlat89; mediump float u_xlat16_89; mediump float u_xlat16_90; mediump float u_xlat16_91; float u_xlat102; int u_xlati103; int u_xlati104; 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_57 = dot(u_xlat16_3.xy, u_xlat16_3.xy); u_xlat16_57 = min(u_xlat16_57, 1.0); u_xlat16_57 = (-u_xlat16_57) + 1.0; u_xlat16_57 = sqrt(u_xlat16_57); u_xlat16_4.z = max(u_xlat16_57, 1.00000002e-16); u_xlat16_4.xy = u_xlat16_3.xy * vec2(vec2(_BumpScale, _BumpScale)); u_xlatb81 = unity_OrthoParams.w==0.0; u_xlat2.xyz = (-vs_TEXCOORD1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat83 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat83 = inversesqrt(u_xlat83); u_xlat2.xyz = vec3(u_xlat83) * u_xlat2.xyz; u_xlat16_3.x = (u_xlatb81) ? u_xlat2.x : hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat16_3.y = (u_xlatb81) ? u_xlat2.y : hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat16_3.z = (u_xlatb81) ? 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_xlat81 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat81 = inversesqrt(u_xlat81); u_xlat2.xyz = vec3(u_xlat81) * u_xlat5.xyz; u_xlat5.xy = vec2(1.0) / vec2(_ScaledScreenParams.xy); u_xlat5.xy = u_xlat5.xy * hlslcc_FragCoord.xy; u_xlat16_84 = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_4.x = (-u_xlat16_84) + _Smoothness; u_xlat16_31.xyz = u_xlat16_1.xyz * vec3(u_xlat16_84); u_xlat16_7.xyz = u_xlat16_0.xyz * _BaseColor.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991); u_xlat16_7.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_7.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991); u_xlat16_84 = (-_Smoothness) + 1.0; u_xlat16_88 = u_xlat16_84 * u_xlat16_84; u_xlat16_88 = max(u_xlat16_88, 0.0078125); u_xlat16_8 = u_xlat16_88 * u_xlat16_88; u_xlat16_4.x = u_xlat16_4.x + 1.0; u_xlat16_4.x = clamp(u_xlat16_4.x, 0.0, 1.0); u_xlat16_35 = u_xlat16_88 * 4.0 + 2.0; u_xlat16_0.x = texture(_ScreenSpaceOcclusionTexture, u_xlat5.xy, _GlobalMipBias.x).x; u_xlat16_62 = (-_AmbientOcclusionParam.x) + 1.0; u_xlat16_62 = u_xlat16_0.x + u_xlat16_62; u_xlat16_62 = clamp(u_xlat16_62, 0.0, 1.0); u_xlat0 = u_xlat16_62 + -1.0; u_xlat0 = _AmbientOcclusionParam.w * u_xlat0 + 1.0; u_xlatb27.x = 0.0<_MainLightShadowParams.y; if(u_xlatb27.x){ u_xlatb27.x = _MainLightShadowParams.y==1.0; if(u_xlatb27.x){ u_xlat5 = vs_TEXCOORD6.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat5.xy,vs_TEXCOORD6.z); u_xlat16_6.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat5.zw,vs_TEXCOORD6.z); u_xlat16_6.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat5 = vs_TEXCOORD6.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat5.xy,vs_TEXCOORD6.z); u_xlat16_6.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat5.zw,vs_TEXCOORD6.z); u_xlat16_6.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat16_89 = dot(u_xlat16_6, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb27.x = _MainLightShadowParams.y==2.0; if(u_xlatb27.x){ 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_63.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_9.xy); u_xlat16_5 = u_xlat16_63.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_6 = u_xlat16_5.xxzz * u_xlat16_5.xxzz; u_xlat16_10.xy = u_xlat16_6.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_64.xy = u_xlat16_6.xz * vec2(0.5, 0.5) + (-u_xlat16_63.xy); u_xlat16_11.xy = (-u_xlat16_63.xy) + vec2(1.0, 1.0); u_xlat16_65.xy = min(u_xlat16_63.xy, vec2(0.0, 0.0)); u_xlat16_65.xy = (-u_xlat16_65.xy) * u_xlat16_65.xy + u_xlat16_11.xy; u_xlat16_63.xy = max(u_xlat16_63.xy, vec2(0.0, 0.0)); u_xlat16_63.xy = (-u_xlat16_63.xy) * u_xlat16_63.xy + u_xlat16_5.yw; u_xlat16_65.xy = u_xlat16_65.xy + vec2(1.0, 1.0); u_xlat16_63.xy = u_xlat16_63.xy + vec2(1.0, 1.0); u_xlat16_6.xy = u_xlat16_64.xy * vec2(0.159999996, 0.159999996); u_xlat16_12.xy = u_xlat16_11.xy * vec2(0.159999996, 0.159999996); u_xlat16_11.xy = u_xlat16_65.xy * vec2(0.159999996, 0.159999996); u_xlat16_13.xy = u_xlat16_63.xy * vec2(0.159999996, 0.159999996); u_xlat16_63.xy = u_xlat16_5.yw * vec2(0.159999996, 0.159999996); u_xlat16_6.z = u_xlat16_11.x; u_xlat16_6.w = u_xlat16_63.x; u_xlat16_12.z = u_xlat16_13.x; u_xlat16_12.w = u_xlat16_10.x; u_xlat16_5 = u_xlat16_6.zwxz + u_xlat16_12.zwxz; u_xlat16_11.z = u_xlat16_6.y; u_xlat16_11.w = u_xlat16_63.y; u_xlat16_13.z = u_xlat16_12.y; u_xlat16_13.w = u_xlat16_10.y; u_xlat16_10.xyz = u_xlat16_11.zyw + u_xlat16_13.zyw; u_xlat16_11.xyz = u_xlat16_12.xzw / u_xlat16_5.zwy; u_xlat16_11.xyz = u_xlat16_11.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_12.xyz = u_xlat16_13.zyw / u_xlat16_10.xyz; u_xlat16_12.xyz = u_xlat16_12.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_6.xyz = u_xlat16_11.yxz * _MainLightShadowmapSize.xxx; u_xlat16_11.xyz = u_xlat16_12.xyz * _MainLightShadowmapSize.yyy; u_xlat16_6.w = u_xlat16_11.x; u_xlat16_12 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.ywxw; u_xlat16_63.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_6.zw; u_xlat16_11.w = u_xlat16_6.y; u_xlat16_6.yw = u_xlat16_11.yz; u_xlat16_13 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.xyzy; u_xlat16_11 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_11.wywz; u_xlat16_6 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.xwzw; u_xlat16_14 = u_xlat16_5.zwyz * u_xlat16_10.xxxy; u_xlat16_15 = u_xlat16_5 * u_xlat16_10.yyzz; u_xlat16_9.x = u_xlat16_5.y * u_xlat16_10.z; vec3 txVec4 = vec3(u_xlat16_12.xy,vs_TEXCOORD6.z); u_xlat16_27 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat16_12.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat54 = u_xlat16_54 * u_xlat16_14.y; u_xlat27.x = u_xlat16_14.x * u_xlat16_27 + u_xlat54; vec3 txVec6 = vec3(u_xlat16_63.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat27.x = u_xlat16_14.z * u_xlat16_54 + u_xlat27.x; vec3 txVec7 = vec3(u_xlat16_11.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat27.x = u_xlat16_14.w * u_xlat16_54 + u_xlat27.x; vec3 txVec8 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat27.x = u_xlat16_15.x * u_xlat16_54 + u_xlat27.x; vec3 txVec9 = vec3(u_xlat16_13.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat27.x = u_xlat16_15.y * u_xlat16_54 + u_xlat27.x; vec3 txVec10 = vec3(u_xlat16_11.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat27.x = u_xlat16_15.z * u_xlat16_54 + u_xlat27.x; vec3 txVec11 = vec3(u_xlat16_6.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat27.x = u_xlat16_15.w * u_xlat16_54 + u_xlat27.x; vec3 txVec12 = vec3(u_xlat16_6.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat89 = u_xlat16_9.x * u_xlat16_54 + u_xlat27.x; u_xlat16_89 = u_xlat89; } else { 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_63.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_9.xy); u_xlat16_5 = u_xlat16_63.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_6 = u_xlat16_5.xxzz * u_xlat16_5.xxzz; u_xlat16_10.yw = u_xlat16_6.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_11.xy = u_xlat16_6.xz * vec2(0.5, 0.5) + (-u_xlat16_63.xy); u_xlat16_65.xy = (-u_xlat16_63.xy) + vec2(1.0, 1.0); u_xlat16_12.xy = min(u_xlat16_63.xy, vec2(0.0, 0.0)); u_xlat16_65.xy = (-u_xlat16_12.xy) * u_xlat16_12.xy + u_xlat16_65.xy; u_xlat16_12.xy = max(u_xlat16_63.xy, vec2(0.0, 0.0)); u_xlat16_12.xy = (-u_xlat16_12.xy) * u_xlat16_12.xy + u_xlat16_5.yw; u_xlat16_65.xy = u_xlat16_65.xy + vec2(2.0, 2.0); u_xlat16_12.xy = u_xlat16_12.xy + vec2(2.0, 2.0); u_xlat16_5.z = u_xlat16_12.x * 0.0816320032; u_xlat16_6.xy = u_xlat16_11.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_11.xy = u_xlat16_65.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_6.z = u_xlat16_12.y * 0.0816320032; u_xlat16_5.x = u_xlat16_6.y; u_xlat16_5.yw = u_xlat16_63.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_12.xz = u_xlat16_63.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_10.y; u_xlat16_5 = u_xlat16_5 + u_xlat16_12; u_xlat16_6.yw = u_xlat16_63.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_10.xz = u_xlat16_63.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_10.y = u_xlat16_11.y; u_xlat16_6 = u_xlat16_6 + u_xlat16_10; u_xlat16_11 = u_xlat16_12 / u_xlat16_5; u_xlat16_11 = u_xlat16_11 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_10 = u_xlat16_10 / u_xlat16_6; u_xlat16_10 = u_xlat16_10 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_11 = u_xlat16_11.wxyz * _MainLightShadowmapSize.xxxx; u_xlat16_10 = u_xlat16_10.xwyz * _MainLightShadowmapSize.yyyy; u_xlat16_12.xzw = u_xlat16_11.yzw; u_xlat16_12.y = u_xlat16_10.x; u_xlat16_13 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_12.xyzy; u_xlat16_63.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_12.wy; u_xlat16_11.y = u_xlat16_12.y; u_xlat16_12.y = u_xlat16_10.z; u_xlat16_14 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_12.xyzy; u_xlat16_15.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_12.wy; u_xlat16_11.z = u_xlat16_12.y; u_xlat16_16 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_11.xyxz; u_xlat16_12.y = u_xlat16_10.w; u_xlat16_17 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_12.xyzy; u_xlat16_38.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_12.wy; u_xlat16_11.w = u_xlat16_12.y; u_xlat16_69.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_11.xw; u_xlat16_10.xzw = u_xlat16_12.xzw; u_xlat16_12 = u_xlat16_9.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_10.xyzy; u_xlat16_64.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_10.wy; u_xlat16_10.x = u_xlat16_11.x; u_xlat16_9.xy = u_xlat16_9.xy * _MainLightShadowmapSize.xy + u_xlat16_10.xy; u_xlat16_18 = u_xlat16_5 * u_xlat16_6.xxxx; u_xlat16_19 = u_xlat16_5 * u_xlat16_6.yyyy; u_xlat16_20 = u_xlat16_5 * u_xlat16_6.zzzz; u_xlat16_5 = u_xlat16_5 * u_xlat16_6.wwww; vec3 txVec13 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_27 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat16_13.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat54 = u_xlat16_54 * u_xlat16_18.y; u_xlat27.x = u_xlat16_18.x * u_xlat16_27 + u_xlat54; vec3 txVec15 = vec3(u_xlat16_63.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat27.x = u_xlat16_18.z * u_xlat16_54 + u_xlat27.x; vec3 txVec16 = vec3(u_xlat16_16.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat27.x = u_xlat16_18.w * u_xlat16_54 + u_xlat27.x; vec3 txVec17 = vec3(u_xlat16_14.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat27.x = u_xlat16_19.x * u_xlat16_54 + u_xlat27.x; vec3 txVec18 = vec3(u_xlat16_14.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat27.x = u_xlat16_19.y * u_xlat16_54 + u_xlat27.x; vec3 txVec19 = vec3(u_xlat16_15.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat27.x = u_xlat16_19.z * u_xlat16_54 + u_xlat27.x; vec3 txVec20 = vec3(u_xlat16_16.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat27.x = u_xlat16_19.w * u_xlat16_54 + u_xlat27.x; vec3 txVec21 = vec3(u_xlat16_17.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat27.x = u_xlat16_20.x * u_xlat16_54 + u_xlat27.x; vec3 txVec22 = vec3(u_xlat16_17.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat27.x = u_xlat16_20.y * u_xlat16_54 + u_xlat27.x; vec3 txVec23 = vec3(u_xlat16_38.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat27.x = u_xlat16_20.z * u_xlat16_54 + u_xlat27.x; vec3 txVec24 = vec3(u_xlat16_69.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat27.x = u_xlat16_20.w * u_xlat16_54 + u_xlat27.x; vec3 txVec25 = vec3(u_xlat16_12.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat27.x = u_xlat16_5.x * u_xlat16_54 + u_xlat27.x; vec3 txVec26 = vec3(u_xlat16_12.zw,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat27.x = u_xlat16_5.y * u_xlat16_54 + u_xlat27.x; vec3 txVec27 = vec3(u_xlat16_64.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat27.x = u_xlat16_5.z * u_xlat16_54 + u_xlat27.x; vec3 txVec28 = vec3(u_xlat16_9.xy,vs_TEXCOORD6.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat89 = u_xlat16_5.w * u_xlat16_54 + u_xlat27.x; u_xlat16_89 = u_xlat89; } } } else { vec3 txVec29 = vec3(vs_TEXCOORD6.xy,vs_TEXCOORD6.z); u_xlat16_89 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); u_xlat16_89 = u_xlat16_89; } u_xlat16_9.x = (-_MainLightShadowParams.x) + 1.0; u_xlat16_89 = u_xlat16_89 * _MainLightShadowParams.x + u_xlat16_9.x; u_xlatb27.x = 0.0>=vs_TEXCOORD6.z; u_xlatb54.x = vs_TEXCOORD6.z>=1.0; u_xlatb27.x = u_xlatb54.x || u_xlatb27.x; u_xlat16_89 = (u_xlatb27.x) ? 1.0 : u_xlat16_89; u_xlat27.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat27.x = dot(u_xlat27.xyz, u_xlat27.xyz); u_xlat27.x = u_xlat27.x * _MainLightShadowParams.z + _MainLightShadowParams.w; u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0); u_xlat16_9.x = (-u_xlat16_89) + 1.0; u_xlat16_89 = u_xlat27.x * u_xlat16_9.x + u_xlat16_89; u_xlatb27.x = _MainLightCookieTextureFormat!=-1.0; if(u_xlatb27.x){ u_xlat27.xy = vs_TEXCOORD1.yy * hlslcc_mtx4x4_MainLightWorldToLight[1].xy; u_xlat27.xy = hlslcc_mtx4x4_MainLightWorldToLight[0].xy * vs_TEXCOORD1.xx + u_xlat27.xy; u_xlat27.xy = hlslcc_mtx4x4_MainLightWorldToLight[2].xy * vs_TEXCOORD1.zz + u_xlat27.xy; u_xlat27.xy = u_xlat27.xy + hlslcc_mtx4x4_MainLightWorldToLight[3].xy; u_xlat27.xy = u_xlat27.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5); u_xlat16_5 = texture(_MainLightCookieTexture, u_xlat27.xy, _GlobalMipBias.x); u_xlatb27.xy = equal(vec4(vec4(_MainLightCookieTextureFormat, _MainLightCookieTextureFormat, _MainLightCookieTextureFormat, _MainLightCookieTextureFormat)), vec4(0.0, 1.0, 0.0, 0.0)).xy; u_xlat16_9.x = (u_xlatb27.y) ? u_xlat16_5.w : u_xlat16_5.x; u_xlat16_9.xyz = (u_xlatb27.x) ? u_xlat16_5.xyz : u_xlat16_9.xxx; } else { u_xlat16_9.x = float(1.0); u_xlat16_9.y = float(1.0); u_xlat16_9.z = float(1.0); } u_xlat16_9.xyz = u_xlat16_9.xyz * _MainLightColor.xyz; u_xlat16_9.xyz = vec3(u_xlat0) * u_xlat16_9.xyz; u_xlat16_90 = dot((-u_xlat16_3.xyz), u_xlat2.xyz); u_xlat16_90 = u_xlat16_90 + u_xlat16_90; u_xlat16_10.xyz = u_xlat2.xyz * (-vec3(u_xlat16_90)) + (-u_xlat16_3.xyz); u_xlat16_90 = dot(u_xlat2.xyz, u_xlat16_3.xyz); u_xlat16_90 = clamp(u_xlat16_90, 0.0, 1.0); u_xlat16_90 = (-u_xlat16_90) + 1.0; u_xlat16_90 = u_xlat16_90 * u_xlat16_90; u_xlat16_90 = u_xlat16_90 * u_xlat16_90; u_xlat16_91 = (-u_xlat16_84) * 0.699999988 + 1.70000005; u_xlat16_84 = u_xlat16_84 * u_xlat16_91; u_xlat16_84 = u_xlat16_84 * 6.0; u_xlat16_5 = textureLod(unity_SpecCube0, u_xlat16_10.xyz, u_xlat16_84); u_xlat16_84 = u_xlat16_5.w + -1.0; u_xlat16_84 = unity_SpecCube0_HDR.w * u_xlat16_84 + 1.0; u_xlat16_84 = max(u_xlat16_84, 0.0); u_xlat16_84 = log2(u_xlat16_84); u_xlat16_84 = u_xlat16_84 * unity_SpecCube0_HDR.y; u_xlat16_84 = exp2(u_xlat16_84); u_xlat16_84 = u_xlat16_84 * unity_SpecCube0_HDR.x; u_xlat16_10.xyz = u_xlat16_5.xyz * vec3(u_xlat16_84); u_xlat16_11.xy = vec2(u_xlat16_88) * vec2(u_xlat16_88) + vec2(-1.0, 1.0); u_xlat16_84 = float(1.0) / u_xlat16_11.y; u_xlat16_38.xyz = (-u_xlat16_7.xyz) + u_xlat16_4.xxx; u_xlat16_38.xyz = vec3(u_xlat16_90) * u_xlat16_38.xyz + u_xlat16_7.xyz; u_xlat27.xyz = vec3(u_xlat16_84) * u_xlat16_38.xyz; u_xlat16_10.xyz = u_xlat27.xyz * u_xlat16_10.xyz; u_xlat16_10.xyz = vs_TEXCOORD8.xyz * u_xlat16_31.xyz + u_xlat16_10.xyz; u_xlat27.x = u_xlat16_89 * unity_LightData.z; u_xlat16_84 = dot(u_xlat2.xyz, _MainLightPosition.xyz); u_xlat16_84 = clamp(u_xlat16_84, 0.0, 1.0); u_xlat16_84 = u_xlat27.x * u_xlat16_84; u_xlat16_9.xyz = vec3(u_xlat16_84) * u_xlat16_9.xyz; u_xlat27.xyz = u_xlat16_3.xyz + _MainLightPosition.xyz; u_xlat83 = dot(u_xlat27.xyz, u_xlat27.xyz); u_xlat83 = max(u_xlat83, 1.17549435e-38); u_xlat83 = inversesqrt(u_xlat83); u_xlat27.xyz = u_xlat27.xyz * vec3(u_xlat83); u_xlat83 = dot(u_xlat2.xyz, u_xlat27.xyz); u_xlat83 = clamp(u_xlat83, 0.0, 1.0); u_xlat27.x = dot(_MainLightPosition.xyz, u_xlat27.xyz); u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0); u_xlat54 = u_xlat83 * u_xlat83; u_xlat54 = u_xlat54 * u_xlat16_11.x + 1.00001001; u_xlat16_84 = u_xlat27.x * u_xlat27.x; u_xlat27.x = u_xlat54 * u_xlat54; u_xlat54 = max(u_xlat16_84, 0.100000001); u_xlat27.x = u_xlat54 * u_xlat27.x; u_xlat27.x = u_xlat16_35 * u_xlat27.x; u_xlat27.x = u_xlat16_8 / u_xlat27.x; u_xlat16_84 = u_xlat27.x + -6.10351562e-05; u_xlat16_84 = max(u_xlat16_84, 0.0); u_xlat16_84 = min(u_xlat16_84, 1000.0); u_xlat16_38.xyz = u_xlat16_7.xyz * vec3(u_xlat16_84) + u_xlat16_31.xyz; u_xlat16_9.xyz = u_xlat16_9.xyz * u_xlat16_38.xyz; u_xlat16_84 = min(_AdditionalLightsCount.x, unity_LightData.y); u_xlatu27 = uint(int(u_xlat16_84)); u_xlatb54.xy = equal(vec4(vec4(_AdditionalLightsCookieAtlasTextureFormat, _AdditionalLightsCookieAtlasTextureFormat, _AdditionalLightsCookieAtlasTextureFormat, _AdditionalLightsCookieAtlasTextureFormat)), vec4(0.0, 1.0, 0.0, 1.0)).xy; u_xlat16_38.x = float(0.0); u_xlat16_38.y = float(0.0); u_xlat16_38.z = float(0.0); for(uint u_xlatu_loop_1 = uint(0u) ; u_xlatu_loop_1> (2u & uint(0x1F))); u_xlati48 = int(uint(u_xlatu_loop_1 & 3u)); u_xlat21.x = dot(unity_LightIndices[int(u_xlatu21)], ImmCB_0[u_xlati48]); u_xlati21 = int(u_xlat21.x); u_xlat48.xyz = (-vs_TEXCOORD1.xyz) * _AdditionalLightsPosition[u_xlati21].www + _AdditionalLightsPosition[u_xlati21].xyz; u_xlat22 = dot(u_xlat48.xyz, u_xlat48.xyz); u_xlat22 = max(u_xlat22, 6.10351562e-05); u_xlat49 = inversesqrt(u_xlat22); u_xlat23.xyz = u_xlat48.xyz * vec3(u_xlat49); u_xlat76.x = float(1.0) / float(u_xlat22); u_xlat22 = u_xlat22 * _AdditionalLightsAttenuation[u_xlati21].x; u_xlat16_84 = (-u_xlat22) * u_xlat22 + 1.0; u_xlat16_84 = max(u_xlat16_84, 0.0); u_xlat16_84 = u_xlat16_84 * u_xlat16_84; u_xlat22 = u_xlat16_84 * u_xlat76.x; u_xlat16_84 = dot(_AdditionalLightsSpotDir[u_xlati21].xyz, u_xlat23.xyz); u_xlat16_84 = u_xlat16_84 * _AdditionalLightsAttenuation[u_xlati21].z + _AdditionalLightsAttenuation[u_xlati21].w; u_xlat16_84 = clamp(u_xlat16_84, 0.0, 1.0); u_xlat16_84 = u_xlat16_84 * u_xlat16_84; u_xlat22 = u_xlat16_84 * u_xlat22; u_xlati76 = int(1 << (u_xlati21 & int(0x1F))); u_xlati76 = int(uint(uint(u_xlati76) & uint(floatBitsToUint(_AdditionalLightsCookieEnableBits)))); if(u_xlati76 != 0) { u_xlati76 = int(_AdditionalLightsLightTypes[u_xlati21]); u_xlati103 = (u_xlati76 != 0) ? 0 : 1; u_xlati104 = int(u_xlati21 << (2 & int(0x1F))); if(u_xlati103 != 0) { u_xlat24.xyz = vs_TEXCOORD1.yyy * hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 1)].xyw; u_xlat24.xyz = hlslcc_mtx4x4_AdditionalLightsWorldToLights[u_xlati104].xyw * vs_TEXCOORD1.xxx + u_xlat24.xyz; u_xlat24.xyz = hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 2)].xyw * vs_TEXCOORD1.zzz + u_xlat24.xyz; u_xlat24.xyz = u_xlat24.xyz + hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 3)].xyw; u_xlat24.xy = u_xlat24.xy / u_xlat24.zz; u_xlat24.xy = u_xlat24.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5); u_xlat24.xy = clamp(u_xlat24.xy, 0.0, 1.0); u_xlat24.xy = _AdditionalLightsCookieAtlasUVRects[u_xlati21].xy * u_xlat24.xy + _AdditionalLightsCookieAtlasUVRects[u_xlati21].zw; } else { u_xlatb76 = u_xlati76==1; u_xlati76 = u_xlatb76 ? 1 : int(0); if(u_xlati76 != 0) { u_xlat76.xy = vs_TEXCOORD1.yy * hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 1)].xy; u_xlat76.xy = hlslcc_mtx4x4_AdditionalLightsWorldToLights[u_xlati104].xy * vs_TEXCOORD1.xx + u_xlat76.xy; u_xlat76.xy = hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 2)].xy * vs_TEXCOORD1.zz + u_xlat76.xy; u_xlat76.xy = u_xlat76.xy + hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 3)].xy; u_xlat76.xy = u_xlat76.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5); u_xlat76.xy = fract(u_xlat76.xy); u_xlat24.xy = _AdditionalLightsCookieAtlasUVRects[u_xlati21].xy * u_xlat76.xy + _AdditionalLightsCookieAtlasUVRects[u_xlati21].zw; } else { u_xlat5 = vs_TEXCOORD1.yyyy * hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 1)]; u_xlat5 = hlslcc_mtx4x4_AdditionalLightsWorldToLights[u_xlati104] * vs_TEXCOORD1.xxxx + u_xlat5; u_xlat5 = hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 2)] * vs_TEXCOORD1.zzzz + u_xlat5; u_xlat5 = u_xlat5 + hlslcc_mtx4x4_AdditionalLightsWorldToLights[(u_xlati104 + 3)]; u_xlat25.xyz = u_xlat5.xyz / u_xlat5.www; u_xlat76.x = dot(u_xlat25.xyz, u_xlat25.xyz); u_xlat76.x = inversesqrt(u_xlat76.x); u_xlat25.xyz = u_xlat76.xxx * u_xlat25.xyz; u_xlat76.x = dot(abs(u_xlat25.xyz), vec3(1.0, 1.0, 1.0)); u_xlat76.x = max(u_xlat76.x, 9.99999997e-07); u_xlat76.x = float(1.0) / float(u_xlat76.x); u_xlat26.xyz = u_xlat76.xxx * u_xlat25.zxy; u_xlat26.x = (-u_xlat26.x); u_xlat26.x = clamp(u_xlat26.x, 0.0, 1.0); u_xlatb78.xy = greaterThanEqual(u_xlat26.yzyz, vec4(0.0, 0.0, 0.0, 0.0)).xy; u_xlat78.x = (u_xlatb78.x) ? u_xlat26.x : (-u_xlat26.x); u_xlat78.y = (u_xlatb78.y) ? u_xlat26.x : (-u_xlat26.x); u_xlat76.xy = u_xlat25.xy * u_xlat76.xx + u_xlat78.xy; u_xlat76.xy = u_xlat76.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5); u_xlat76.xy = clamp(u_xlat76.xy, 0.0, 1.0); u_xlat24.xy = _AdditionalLightsCookieAtlasUVRects[u_xlati21].xy * u_xlat76.xy + _AdditionalLightsCookieAtlasUVRects[u_xlati21].zw; } } u_xlat16_5 = textureLod(_AdditionalLightsCookieAtlasTexture, u_xlat24.xy, 0.0); u_xlat16_84 = (u_xlatb54.y) ? u_xlat16_5.w : u_xlat16_5.x; u_xlat16_12.xyz = (u_xlatb54.x) ? u_xlat16_5.xyz : vec3(u_xlat16_84); } else { u_xlat16_12.x = float(1.0); u_xlat16_12.y = float(1.0); u_xlat16_12.z = float(1.0); } u_xlat16_12.xyz = u_xlat16_12.xyz * _AdditionalLightsColor[u_xlati21].xyz; u_xlat16_12.xyz = vec3(u_xlat0) * u_xlat16_12.xyz; u_xlat16_84 = dot(u_xlat2.xyz, u_xlat23.xyz); u_xlat16_84 = clamp(u_xlat16_84, 0.0, 1.0); u_xlat16_84 = u_xlat16_84 * u_xlat22; u_xlat16_12.xyz = vec3(u_xlat16_84) * u_xlat16_12.xyz; u_xlat21.xyz = u_xlat48.xyz * vec3(u_xlat49) + u_xlat16_3.xyz; u_xlat102 = dot(u_xlat21.xyz, u_xlat21.xyz); u_xlat102 = max(u_xlat102, 1.17549435e-38); u_xlat102 = inversesqrt(u_xlat102); u_xlat21.xyz = vec3(u_xlat102) * u_xlat21.xyz; u_xlat102 = dot(u_xlat2.xyz, u_xlat21.xyz); u_xlat102 = clamp(u_xlat102, 0.0, 1.0); u_xlat21.x = dot(u_xlat23.xyz, u_xlat21.xyz); u_xlat21.x = clamp(u_xlat21.x, 0.0, 1.0); u_xlat48.x = u_xlat102 * u_xlat102; u_xlat48.x = u_xlat48.x * u_xlat16_11.x + 1.00001001; u_xlat16_84 = u_xlat21.x * u_xlat21.x; u_xlat21.x = u_xlat48.x * u_xlat48.x; u_xlat48.x = max(u_xlat16_84, 0.100000001); u_xlat21.x = u_xlat48.x * u_xlat21.x; u_xlat21.x = u_xlat16_35 * u_xlat21.x; u_xlat21.x = u_xlat16_8 / u_xlat21.x; u_xlat16_84 = u_xlat21.x + -6.10351562e-05; u_xlat16_84 = max(u_xlat16_84, 0.0); u_xlat16_84 = min(u_xlat16_84, 1000.0); u_xlat16_13.xyz = u_xlat16_7.xyz * vec3(u_xlat16_84) + u_xlat16_31.xyz; u_xlat16_38.xyz = u_xlat16_13.xyz * u_xlat16_12.xyz + u_xlat16_38.xyz; } u_xlat16_3.xyz = u_xlat16_10.xyz * vec3(u_xlat16_62) + u_xlat16_9.xyz; u_xlat16_1.xyz = u_xlat16_38.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 $Globals _ScaledScreenParams_GlobalMipBias_MainLightPosition _MainLightColor0_AmbientOcclusionParam@_AdditionalLightsCountP_AdditionalLightsPosition`_AdditionalLightsColor`_AdditionalLightsAttenuation`_AdditionalLightsSpotDir`_WorldSpaceCameraPos`unity_OrthoParamsp_MainLightShadowOffset0_MainLightShadowOffset1_MainLightShadowParams_MainLightShadowmapSize!_AdditionalLightsCookieEnableBits@_MainLightCookieTextureFormatD)_AdditionalLightsCookieAtlasTextureFormatH#_AdditionalLightsCookieAtlasUVRectsP _AdditionalLightsLightTypesP unity_MatrixV_MainLightWorldToLight_AdditionalLightsWorldToLightsPUnityPerMaterial| _BaseMap_ST _BaseColor _SmoothnessT _MetallicX _BumpScale\_Surfacex UnityPerDraw unity_WorldTransformParamsunity_LightDataunity_LightIndicesunity_SpecCube0_HDR unity_SHAr unity_SHAg unity_SHAb unity_SHBr unity_SHBg unity_SHBb unity_SHCunity_ObjectToWorldunity_WorldToObject@ unity_SpecCube0_BaseMap_BumpMap_ScreenSpaceOcclusionTexture_MainLightShadowmapTexture_MainLightCookieTexture#_AdditionalLightsCookieAtlasTexture$GlobalsUnityPerMaterial UnityPerDraw