lu  DIRLIGHTMAP_COMBINEDEVALUATE_SH_VERTEX LIGHTMAP_ONLOD_FADE_CROSSFADE_ADDITIONAL_LIGHTS_MAIN_LIGHT_SHADOWS _NORMALMAP_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 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 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 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 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 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 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 unity_SpecCube0; UNITY_LOCATION(1) uniform mediump sampler2D unity_Lightmap; UNITY_LOCATION(2) uniform mediump sampler2D unity_LightmapInd; UNITY_LOCATION(3) uniform mediump sampler2D _BaseMap; UNITY_LOCATION(4) uniform mediump sampler2D _BumpMap; UNITY_LOCATION(5) uniform mediump sampler2D _ScreenSpaceOcclusionTexture; UNITY_LOCATION(6) uniform mediump sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(7) uniform mediump sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; UNITY_LOCATION(8) 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 vec2 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; vec3 u_xlat24; bool u_xlatb25; mediump float u_xlat16_35; mediump vec2 u_xlat16_37; mediump vec3 u_xlat16_38; vec3 u_xlat47; int u_xlati47; uint u_xlatu47; bool u_xlatb47; mediump float u_xlat16_53; float u_xlat60; mediump float u_xlat16_60; mediump vec2 u_xlat16_61; mediump vec2 u_xlat16_62; mediump vec2 u_xlat16_63; mediump vec2 u_xlat16_66; float u_xlat72; int u_xlati72; float u_xlat75; mediump float u_xlat16_75; bool u_xlatb75; float u_xlat77; mediump float u_xlat16_77; uint u_xlatu77; bool u_xlatb77; mediump float u_xlat16_78; mediump float u_xlat16_82; mediump float u_xlat16_83; mediump float u_xlat16_84; mediump float u_xlat16_85; mediump float u_xlat16_86; float u_xlat97; float u_xlat98; 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_53 = dot(u_xlat16_3.xy, u_xlat16_3.xy); u_xlat16_53 = min(u_xlat16_53, 1.0); u_xlat16_53 = (-u_xlat16_53) + 1.0; u_xlat16_53 = sqrt(u_xlat16_53); u_xlat16_4.z = max(u_xlat16_53, 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_75 = texture(_DitheringTexture, u_xlat2.xy, _GlobalMipBias.x).w; u_xlatb2 = unity_LODFade.x>=0.0; u_xlat75 = (u_xlatb2) ? abs(u_xlat16_75) : -abs(u_xlat16_75); u_xlat75 = (-u_xlat75) + unity_LODFade.x; u_xlatb75 = u_xlat75<0.0; if(u_xlatb75){discard;} u_xlatb75 = unity_OrthoParams.w==0.0; u_xlat2.xyz = (-vs_TEXCOORD1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat77 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat77 = inversesqrt(u_xlat77); u_xlat2.xyz = vec3(u_xlat77) * u_xlat2.xyz; u_xlat16_3.x = (u_xlatb75) ? u_xlat2.x : hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat16_3.y = (u_xlatb75) ? u_xlat2.y : hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat16_3.z = (u_xlatb75) ? 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_xlat75 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat75 = inversesqrt(u_xlat75); u_xlat2.xyz = vec3(u_xlat75) * 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_78 = log2(abs(u_xlat16_5.w)); u_xlat16_78 = u_xlat16_78 * 2.20000005; u_xlat16_78 = exp2(u_xlat16_78); u_xlat16_78 = u_xlat16_78 * 34.4932404; u_xlat16_7.xyz = vec3(u_xlat16_78) * u_xlat16_5.xyz; u_xlat16_8.xyz = u_xlat16_4.xyz + vec3(-0.5, -0.5, -0.5); u_xlat75 = dot(u_xlat2.xyz, u_xlat16_8.xyz); u_xlat75 = u_xlat75 + 0.5; u_xlat16_7.xyz = vec3(u_xlat75) * u_xlat16_7.xyz; u_xlat16_78 = max(u_xlat16_4.w, 9.99999975e-05); u_xlat16_7.xyz = u_xlat16_7.xyz / vec3(u_xlat16_78); u_xlat5.xy = vec2(1.0) / vec2(_ScaledScreenParams.xy); u_xlat5.xy = u_xlat5.xy * hlslcc_FragCoord.xy; u_xlat16_78 = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_82 = (-u_xlat16_78) + _Smoothness; u_xlat16_8.xyz = u_xlat16_1.xyz * vec3(u_xlat16_78); 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_78 = (-_Smoothness) + 1.0; u_xlat16_83 = u_xlat16_78 * u_xlat16_78; u_xlat16_83 = max(u_xlat16_83, 0.0078125); u_xlat16_84 = u_xlat16_83 * u_xlat16_83; u_xlat16_82 = u_xlat16_82 + 1.0; u_xlat16_82 = clamp(u_xlat16_82, 0.0, 1.0); u_xlat16_10 = u_xlat16_83 * 4.0 + 2.0; u_xlat16_0.x = texture(_ScreenSpaceOcclusionTexture, u_xlat5.xy, _GlobalMipBias.x).x; u_xlat16_35 = (-_AmbientOcclusionParam.x) + 1.0; u_xlat16_35 = u_xlat16_0.x + u_xlat16_35; u_xlat16_35 = clamp(u_xlat16_35, 0.0, 1.0); u_xlat0 = u_xlat16_35 + -1.0; u_xlat0 = _AmbientOcclusionParam.w * u_xlat0 + 1.0; u_xlatb25 = 0.0<_MainLightShadowParams.y; if(u_xlatb25){ u_xlatb25 = _MainLightShadowParams.y==1.0; if(u_xlatb25){ 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_60 = dot(u_xlat16_5, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb25 = _MainLightShadowParams.y==2.0; if(u_xlatb25){ 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_61.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_11.xy); u_xlat16_4 = u_xlat16_61.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_62.xy = u_xlat16_5.xz * vec2(0.5, 0.5) + (-u_xlat16_61.xy); u_xlat16_13.xy = (-u_xlat16_61.xy) + vec2(1.0, 1.0); u_xlat16_63.xy = min(u_xlat16_61.xy, vec2(0.0, 0.0)); u_xlat16_63.xy = (-u_xlat16_63.xy) * u_xlat16_63.xy + u_xlat16_13.xy; u_xlat16_61.xy = max(u_xlat16_61.xy, vec2(0.0, 0.0)); u_xlat16_61.xy = (-u_xlat16_61.xy) * u_xlat16_61.xy + u_xlat16_4.yw; u_xlat16_63.xy = u_xlat16_63.xy + vec2(1.0, 1.0); u_xlat16_61.xy = u_xlat16_61.xy + vec2(1.0, 1.0); u_xlat16_5.xy = u_xlat16_62.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_63.xy * vec2(0.159999996, 0.159999996); u_xlat16_14.xy = u_xlat16_61.xy * vec2(0.159999996, 0.159999996); u_xlat16_61.xy = u_xlat16_4.yw * vec2(0.159999996, 0.159999996); u_xlat16_5.z = u_xlat16_13.x; u_xlat16_5.w = u_xlat16_61.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_61.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_61.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_85 = u_xlat16_4.y * u_xlat16_12.z; vec3 txVec4 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_77 = 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_xlat77 = u_xlat16_15.x * u_xlat16_77 + u_xlat17; vec3 txVec6 = vec3(u_xlat16_61.xy,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat77 = u_xlat16_15.z * u_xlat16_17.x + u_xlat77; vec3 txVec7 = vec3(u_xlat16_6.xy,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat77 = u_xlat16_15.w * u_xlat16_17.x + u_xlat77; vec3 txVec8 = vec3(u_xlat16_14.xy,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat77 = u_xlat16_16.x * u_xlat16_17.x + u_xlat77; vec3 txVec9 = vec3(u_xlat16_14.zw,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat77 = u_xlat16_16.y * u_xlat16_17.x + u_xlat77; vec3 txVec10 = vec3(u_xlat16_6.zw,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat77 = u_xlat16_16.z * u_xlat16_17.x + u_xlat77; vec3 txVec11 = vec3(u_xlat16_5.xy,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat77 = u_xlat16_16.w * u_xlat16_17.x + u_xlat77; vec3 txVec12 = vec3(u_xlat16_5.zw,vs_TEXCOORD6.z); u_xlat16_17.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat60 = u_xlat16_85 * u_xlat16_17.x + u_xlat77; u_xlat16_60 = u_xlat60; } 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_61.xy = vs_TEXCOORD6.xy * _MainLightShadowmapSize.zw + (-u_xlat16_11.xy); u_xlat16_4 = u_xlat16_61.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_61.xy); u_xlat16_62.xy = (-u_xlat16_61.xy) + vec2(1.0, 1.0); u_xlat16_13.xy = min(u_xlat16_61.xy, vec2(0.0, 0.0)); u_xlat16_62.xy = (-u_xlat16_13.xy) * u_xlat16_13.xy + u_xlat16_62.xy; u_xlat16_13.xy = max(u_xlat16_61.xy, vec2(0.0, 0.0)); u_xlat16_13.xy = (-u_xlat16_13.xy) * u_xlat16_13.xy + u_xlat16_4.yw; u_xlat16_62.xy = u_xlat16_62.xy + vec2(2.0, 2.0); u_xlat16_13.xy = u_xlat16_13.xy + vec2(2.0, 2.0); u_xlat16_4.z = u_xlat16_13.x * 0.0816320032; u_xlat16_5.xy = u_xlat16_12.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_12.xy = u_xlat16_62.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_5.z = u_xlat16_13.y * 0.0816320032; u_xlat16_4.x = u_xlat16_5.y; u_xlat16_4.yw = u_xlat16_61.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_13.xz = u_xlat16_61.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_61.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_6.xz = u_xlat16_61.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_61.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_37.xy = u_xlat16_11.xy * _MainLightShadowmapSize.xy + u_xlat16_13.wy; u_xlat16_12.w = u_xlat16_13.y; u_xlat16_66.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_77 = 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_xlat77 = u_xlat16_6.x * u_xlat16_77 + u_xlat22.x; vec3 txVec15 = vec3(u_xlat16_61.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat77 = u_xlat16_6.z * u_xlat16_22 + u_xlat77; vec3 txVec16 = vec3(u_xlat16_17.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat77 = u_xlat16_6.w * u_xlat16_22 + u_xlat77; vec3 txVec17 = vec3(u_xlat16_15.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat77 = u_xlat16_20.x * u_xlat16_22 + u_xlat77; vec3 txVec18 = vec3(u_xlat16_15.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat77 = u_xlat16_20.y * u_xlat16_22 + u_xlat77; vec3 txVec19 = vec3(u_xlat16_16.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat77 = u_xlat16_20.z * u_xlat16_22 + u_xlat77; vec3 txVec20 = vec3(u_xlat16_17.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat77 = u_xlat16_20.w * u_xlat16_22 + u_xlat77; vec3 txVec21 = vec3(u_xlat16_18.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat77 = u_xlat16_21.x * u_xlat16_22 + u_xlat77; vec3 txVec22 = vec3(u_xlat16_18.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat77 = u_xlat16_21.y * u_xlat16_22 + u_xlat77; vec3 txVec23 = vec3(u_xlat16_37.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat77 = u_xlat16_21.z * u_xlat16_22 + u_xlat77; vec3 txVec24 = vec3(u_xlat16_66.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat77 = u_xlat16_21.w * u_xlat16_22 + u_xlat77; vec3 txVec25 = vec3(u_xlat16_13.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat77 = u_xlat16_4.x * u_xlat16_22 + u_xlat77; vec3 txVec26 = vec3(u_xlat16_13.zw,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat77 = u_xlat16_4.y * u_xlat16_22 + u_xlat77; vec3 txVec27 = vec3(u_xlat16_19.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat77 = u_xlat16_4.z * u_xlat16_22 + u_xlat77; vec3 txVec28 = vec3(u_xlat16_11.xy,vs_TEXCOORD6.z); u_xlat16_22 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat60 = u_xlat16_4.w * u_xlat16_22 + u_xlat77; u_xlat16_60 = u_xlat60; } } } else { vec3 txVec29 = vec3(vs_TEXCOORD6.xy,vs_TEXCOORD6.z); u_xlat16_60 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); u_xlat16_60 = u_xlat16_60; } u_xlat16_85 = (-_MainLightShadowParams.x) + 1.0; u_xlat16_60 = u_xlat16_60 * _MainLightShadowParams.x + u_xlat16_85; u_xlatb77 = 0.0>=vs_TEXCOORD6.z; u_xlatb22 = vs_TEXCOORD6.z>=1.0; u_xlatb77 = u_xlatb77 || u_xlatb22; u_xlat16_60 = (u_xlatb77) ? 1.0 : u_xlat16_60; u_xlat22.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat77 = dot(u_xlat22.xyz, u_xlat22.xyz); u_xlat77 = u_xlat77 * _MainLightShadowParams.z + _MainLightShadowParams.w; u_xlat77 = clamp(u_xlat77, 0.0, 1.0); u_xlat16_85 = (-u_xlat16_60) + 1.0; u_xlat16_60 = u_xlat77 * u_xlat16_85 + u_xlat16_60; u_xlat16_11.xyz = vec3(u_xlat0) * _MainLightColor.xyz; u_xlat16_85 = dot((-u_xlat16_3.xyz), u_xlat2.xyz); u_xlat16_85 = u_xlat16_85 + u_xlat16_85; u_xlat16_12.xyz = u_xlat2.xyz * (-vec3(u_xlat16_85)) + (-u_xlat16_3.xyz); u_xlat16_85 = dot(u_xlat2.xyz, u_xlat16_3.xyz); u_xlat16_85 = clamp(u_xlat16_85, 0.0, 1.0); u_xlat16_85 = (-u_xlat16_85) + 1.0; u_xlat16_85 = u_xlat16_85 * u_xlat16_85; u_xlat16_85 = u_xlat16_85 * u_xlat16_85; u_xlat16_86 = (-u_xlat16_78) * 0.699999988 + 1.70000005; u_xlat16_78 = u_xlat16_78 * u_xlat16_86; u_xlat16_78 = u_xlat16_78 * 6.0; u_xlat16_4 = textureLod(unity_SpecCube0, u_xlat16_12.xyz, u_xlat16_78); u_xlat16_78 = u_xlat16_4.w + -1.0; u_xlat16_78 = unity_SpecCube0_HDR.w * u_xlat16_78 + 1.0; u_xlat16_78 = max(u_xlat16_78, 0.0); u_xlat16_78 = log2(u_xlat16_78); u_xlat16_78 = u_xlat16_78 * unity_SpecCube0_HDR.y; u_xlat16_78 = exp2(u_xlat16_78); u_xlat16_78 = u_xlat16_78 * unity_SpecCube0_HDR.x; u_xlat16_12.xyz = u_xlat16_4.xyz * vec3(u_xlat16_78); u_xlat16_13.xy = vec2(u_xlat16_83) * vec2(u_xlat16_83) + vec2(-1.0, 1.0); u_xlat16_78 = float(1.0) / u_xlat16_13.y; u_xlat16_38.xyz = (-u_xlat16_9.xyz) + vec3(u_xlat16_82); u_xlat16_38.xyz = vec3(u_xlat16_85) * u_xlat16_38.xyz + u_xlat16_9.xyz; u_xlat22.xyz = vec3(u_xlat16_78) * u_xlat16_38.xyz; u_xlat16_12.xyz = u_xlat16_12.xyz * u_xlat22.xyz; u_xlat16_7.xyz = u_xlat16_7.xyz * u_xlat16_8.xyz + u_xlat16_12.xyz; u_xlat77 = u_xlat16_60 * unity_LightData.z; u_xlat16_78 = dot(u_xlat2.xyz, _MainLightPosition.xyz); u_xlat16_78 = clamp(u_xlat16_78, 0.0, 1.0); u_xlat16_78 = u_xlat77 * u_xlat16_78; u_xlat16_11.xyz = vec3(u_xlat16_78) * u_xlat16_11.xyz; u_xlat22.xyz = u_xlat16_3.xyz + _MainLightPosition.xyz; u_xlat77 = dot(u_xlat22.xyz, u_xlat22.xyz); u_xlat77 = max(u_xlat77, 1.17549435e-38); u_xlat77 = inversesqrt(u_xlat77); u_xlat22.xyz = vec3(u_xlat77) * u_xlat22.xyz; u_xlat77 = dot(u_xlat2.xyz, u_xlat22.xyz); u_xlat77 = clamp(u_xlat77, 0.0, 1.0); u_xlat22.x = dot(_MainLightPosition.xyz, u_xlat22.xyz); u_xlat22.x = clamp(u_xlat22.x, 0.0, 1.0); u_xlat77 = u_xlat77 * u_xlat77; u_xlat77 = u_xlat77 * u_xlat16_13.x + 1.00001001; u_xlat16_78 = u_xlat22.x * u_xlat22.x; u_xlat77 = u_xlat77 * u_xlat77; u_xlat22.x = max(u_xlat16_78, 0.100000001); u_xlat77 = u_xlat77 * u_xlat22.x; u_xlat77 = u_xlat16_10 * u_xlat77; u_xlat77 = u_xlat16_84 / u_xlat77; u_xlat16_78 = u_xlat77 + -6.10351562e-05; u_xlat16_78 = max(u_xlat16_78, 0.0); u_xlat16_78 = min(u_xlat16_78, 1000.0); u_xlat16_12.xyz = u_xlat16_9.xyz * vec3(u_xlat16_78) + u_xlat16_8.xyz; u_xlat16_11.xyz = u_xlat16_11.xyz * u_xlat16_12.xyz; u_xlat16_78 = min(_AdditionalLightsCount.x, unity_LightData.y); u_xlatu77 = uint(int(u_xlat16_78)); 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_xlati72 = int(uint(u_xlatu_loop_1 & 3u)); u_xlat47.x = dot(unity_LightIndices[int(u_xlatu47)], ImmCB_0[u_xlati72]); u_xlati47 = int(u_xlat47.x); u_xlat23.xyz = (-vs_TEXCOORD1.xyz) * _AdditionalLightsPosition[u_xlati47].www + _AdditionalLightsPosition[u_xlati47].xyz; u_xlat72 = dot(u_xlat23.xyz, u_xlat23.xyz); u_xlat72 = max(u_xlat72, 6.10351562e-05); u_xlat97 = inversesqrt(u_xlat72); u_xlat24.xyz = vec3(u_xlat97) * u_xlat23.xyz; u_xlat98 = float(1.0) / float(u_xlat72); u_xlat72 = u_xlat72 * _AdditionalLightsAttenuation[u_xlati47].x; u_xlat16_78 = (-u_xlat72) * u_xlat72 + 1.0; u_xlat16_78 = max(u_xlat16_78, 0.0); u_xlat16_78 = u_xlat16_78 * u_xlat16_78; u_xlat72 = u_xlat16_78 * u_xlat98; u_xlat16_78 = dot(_AdditionalLightsSpotDir[u_xlati47].xyz, u_xlat24.xyz); u_xlat16_78 = u_xlat16_78 * _AdditionalLightsAttenuation[u_xlati47].z + _AdditionalLightsAttenuation[u_xlati47].w; u_xlat16_78 = clamp(u_xlat16_78, 0.0, 1.0); u_xlat16_78 = u_xlat16_78 * u_xlat16_78; u_xlat72 = u_xlat16_78 * u_xlat72; u_xlat16_38.xyz = vec3(u_xlat0) * _AdditionalLightsColor[u_xlati47].xyz; u_xlat16_78 = dot(u_xlat2.xyz, u_xlat24.xyz); u_xlat16_78 = clamp(u_xlat16_78, 0.0, 1.0); u_xlat16_78 = u_xlat16_78 * u_xlat72; u_xlat16_38.xyz = vec3(u_xlat16_78) * u_xlat16_38.xyz; u_xlat47.xyz = u_xlat23.xyz * vec3(u_xlat97) + u_xlat16_3.xyz; u_xlat23.x = dot(u_xlat47.xyz, u_xlat47.xyz); u_xlat23.x = max(u_xlat23.x, 1.17549435e-38); u_xlat23.x = inversesqrt(u_xlat23.x); u_xlat47.xyz = u_xlat47.xyz * u_xlat23.xxx; u_xlat23.x = dot(u_xlat2.xyz, u_xlat47.xyz); u_xlat23.x = clamp(u_xlat23.x, 0.0, 1.0); u_xlat47.x = dot(u_xlat24.xyz, u_xlat47.xyz); u_xlat47.x = clamp(u_xlat47.x, 0.0, 1.0); u_xlat72 = u_xlat23.x * u_xlat23.x; u_xlat72 = u_xlat72 * u_xlat16_13.x + 1.00001001; u_xlat16_78 = u_xlat47.x * u_xlat47.x; u_xlat47.x = u_xlat72 * u_xlat72; u_xlat72 = max(u_xlat16_78, 0.100000001); u_xlat47.x = u_xlat72 * u_xlat47.x; u_xlat47.x = u_xlat16_10 * u_xlat47.x; u_xlat47.x = u_xlat16_84 / u_xlat47.x; u_xlat16_78 = u_xlat47.x + -6.10351562e-05; u_xlat16_78 = max(u_xlat16_78, 0.0); u_xlat16_78 = min(u_xlat16_78, 1000.0); u_xlat16_14.xyz = u_xlat16_9.xyz * vec3(u_xlat16_78) + u_xlat16_8.xyz; u_xlat16_12.xyz = u_xlat16_14.xyz * u_xlat16_38.xyz + u_xlat16_12.xyz; } u_xlat16_3.xyz = u_xlat16_7.xyz * vec3(u_xlat16_35) + u_xlat16_11.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 7$Globals_ScaledScreenParams_GlobalMipBias_MainLightPosition _MainLightColor0_AmbientOcclusionParam@_AdditionalLightsCountP_AdditionalLightsPosition`_AdditionalLightsColor`_AdditionalLightsAttenuation`_AdditionalLightsSpotDir`_WorldSpaceCameraPos`unity_OrthoParamsp_MainLightShadowOffset0_MainLightShadowOffset1_MainLightShadowParams_MainLightShadowmapSize_DitheringTextureInvSize unity_MatrixVUnityPerMaterial| _BaseMap_ST _BaseColor _SmoothnessT _MetallicX _BumpScale\_Surfacex UnityPerDraw unity_LODFadeunity_WorldTransformParamsunity_LightDataunity_LightIndicesunity_SpecCube0_HDRunity_LightmapSTpunity_ObjectToWorldunity_WorldToObject@ unity_SpecCube0unity_Lightmapunity_LightmapInd_BaseMap_BumpMap_ScreenSpaceOcclusionTexture_MainLightShadowmapTexture_DitheringTexture$GlobalsUnityPerMaterial UnityPerDraw