<1u _ADDITIONAL_LIGHTS_LIGHT_COOKIES_MAIN_LIGHT_SHADOWS_SCREEN_SPACE_OCCLUSIONN,#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 vec4 ImmCB_1[4]; uniform vec4 _MainLightPosition; uniform mediump vec4 _MainLightColor; uniform mediump vec4 _AdditionalLightsCount; uniform vec4 _AdditionalLightsPosition[16]; uniform mediump vec4 _AdditionalLightsColor[16]; uniform mediump vec4 _AdditionalLightsAttenuation[16]; uniform mediump vec4 _AdditionalLightsSpotDir[16]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; 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 Xhlslcc_UnusedXhlslcc_mtx4x4unity_WorldToObject[4]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_LODFade; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_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 Xhlslcc_UnusedXunity_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 in highp vec4 in_POSITION0; in highp vec2 in_TEXCOORD0; in highp vec3 in_NORMAL0; in mediump vec4 in_COLOR0; out highp vec2 vs_TEXCOORD0; out mediump vec3 vs_TEXCOORD1; out mediump vec4 vs_TEXCOORD2; out mediump vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; out mediump vec4 vs_TEXCOORD5; out highp vec3 vs_TEXCOORD6; vec3 u_xlat0; vec4 u_xlat1; uint u_xlatu1; mediump vec3 u_xlat16_2; mediump vec3 u_xlat16_3; vec3 u_xlat4; vec3 u_xlat6; int u_xlati6; uint u_xlatu6; bool u_xlatb6; float u_xlat11; int u_xlati11; int u_xlati15; float u_xlat16; mediump float u_xlat16_17; void main() { ImmCB_1[0] = vec4(1.0,0.0,0.0,0.0); ImmCB_1[1] = vec4(0.0,1.0,0.0,0.0); ImmCB_1[2] = vec4(0.0,0.0,1.0,0.0); ImmCB_1[3] = vec4(0.0,0.0,0.0,1.0); vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_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; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; gl_Position = u_xlat1 + hlslcc_mtx4x4unity_MatrixVP[3]; 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_TEXCOORD4.xyz = u_xlat1.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[3].xyz; u_xlat1.xyz = _MainLightColor.xyz * unity_LightData.zzz; u_xlat16_2.x = dot(in_NORMAL0.xyz, _MainLightPosition.xyz); u_xlat16_2.x = clamp(u_xlat16_2.x, 0.0, 1.0); u_xlat16_2.xyz = u_xlat1.xyz * u_xlat16_2.xxx; u_xlat16_17 = min(_AdditionalLightsCount.x, unity_LightData.y); u_xlati15 = int(u_xlat16_17); u_xlat16_3.xyz = u_xlat16_2.xyz; for(uint u_xlatu_loop_1 = uint(0u) ; u_xlatu_loop_1> (2u & uint(0x1F))); u_xlati11 = int(uint(u_xlatu_loop_1 & 3u)); u_xlat6.x = dot(unity_LightIndices[int(u_xlatu6)], ImmCB_1[u_xlati11]); u_xlati6 = int(u_xlat6.x); u_xlat4.xyz = (-u_xlat0.xyz) * _AdditionalLightsPosition[u_xlati6].www + _AdditionalLightsPosition[u_xlati6].xyz; u_xlat11 = dot(u_xlat4.xyz, u_xlat4.xyz); u_xlat11 = max(u_xlat11, 6.10351562e-05); u_xlat16 = inversesqrt(u_xlat11); u_xlat4.xyz = vec3(u_xlat16) * u_xlat4.xyz; u_xlat16 = float(1.0) / float(u_xlat11); u_xlat11 = u_xlat11 * _AdditionalLightsAttenuation[u_xlati6].x; u_xlat16_17 = (-u_xlat11) * u_xlat11 + 1.0; u_xlat16_17 = max(u_xlat16_17, 0.0); u_xlat16_17 = u_xlat16_17 * u_xlat16_17; u_xlat11 = u_xlat16 * u_xlat16_17; u_xlat16_17 = dot(_AdditionalLightsSpotDir[u_xlati6].xyz, u_xlat4.xyz); u_xlat16_17 = u_xlat16_17 * _AdditionalLightsAttenuation[u_xlati6].z + _AdditionalLightsAttenuation[u_xlati6].w; u_xlat16_17 = clamp(u_xlat16_17, 0.0, 1.0); u_xlat16_17 = u_xlat16_17 * u_xlat16_17; u_xlat11 = u_xlat11 * u_xlat16_17; u_xlat6.xyz = vec3(u_xlat11) * _AdditionalLightsColor[u_xlati6].xyz; u_xlat16_17 = dot(in_NORMAL0.xyz, u_xlat4.xyz); u_xlat16_17 = clamp(u_xlat16_17, 0.0, 1.0); u_xlat16_3.xyz = u_xlat6.xyz * vec3(u_xlat16_17) + u_xlat16_3.xyz; } vs_TEXCOORD3.xyz = u_xlat16_3.xyz; vs_TEXCOORD2 = in_COLOR0; vs_TEXCOORD3.w = 0.0; vs_TEXCOORD1.xyz = vec3(0.0, 0.0, 0.0); vs_TEXCOORD4.w = 0.0; vs_TEXCOORD5.xyz = in_NORMAL0.xyz; vs_TEXCOORD5.w = 0.0; vs_TEXCOORD6.xyz = u_xlat0.xyz; 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 uniform vec2 _GlobalMipBias; uniform vec4 _MainLightShadowParams; #if HLSLCC_ENABLE_UNIFORM_BUFFERS UNITY_BINDING(0) uniform UnityPerDraw { #endif UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_WorldToObject[4]; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_LODFade; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_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 Xhlslcc_UnusedXunity_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 UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(2) uniform mediump sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; in highp vec2 vs_TEXCOORD0; in mediump vec4 vs_TEXCOORD3; in highp vec4 vs_TEXCOORD4; in mediump vec4 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; mediump vec3 u_xlat16_0; mediump vec4 u_xlat16_1; mediump vec3 u_xlat16_2; mediump float u_xlat16_3; bool u_xlatb3; bool u_xlatb7; mediump float u_xlat16_12; void main() { u_xlat16_0.x = vs_TEXCOORD5.y * vs_TEXCOORD5.y; u_xlat16_0.x = vs_TEXCOORD5.x * vs_TEXCOORD5.x + (-u_xlat16_0.x); u_xlat16_1 = vs_TEXCOORD5.yzzx * vs_TEXCOORD5.xyzz; u_xlat16_2.x = dot(unity_SHBr, u_xlat16_1); u_xlat16_2.y = dot(unity_SHBg, u_xlat16_1); u_xlat16_2.z = dot(unity_SHBb, u_xlat16_1); u_xlat16_0.xyz = unity_SHC.xyz * u_xlat16_0.xxx + u_xlat16_2.xyz; u_xlat16_1.xyz = vs_TEXCOORD5.xyz; u_xlat16_1.w = 1.0; u_xlat16_2.x = dot(unity_SHAr, u_xlat16_1); u_xlat16_2.y = dot(unity_SHAg, u_xlat16_1); u_xlat16_2.z = dot(unity_SHAb, u_xlat16_1); u_xlat16_0.xyz = u_xlat16_0.xyz + u_xlat16_2.xyz; u_xlat16_0.xyz = max(u_xlat16_0.xyz, vec3(0.0, 0.0, 0.0)); vec3 txVec0 = vec3(vs_TEXCOORD4.xy,vs_TEXCOORD4.z); u_xlat16_3 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); u_xlat16_12 = (-_MainLightShadowParams.x) + 1.0; u_xlat16_12 = u_xlat16_3 * _MainLightShadowParams.x + u_xlat16_12; u_xlatb3 = 0.0>=vs_TEXCOORD4.z; u_xlatb7 = vs_TEXCOORD4.z>=1.0; u_xlatb3 = u_xlatb7 || u_xlatb3; u_xlat16_12 = (u_xlatb3) ? 1.0 : u_xlat16_12; u_xlat16_0.xyz = vs_TEXCOORD3.xyz * vec3(u_xlat16_12) + u_xlat16_0.xyz; u_xlat16_1 = texture(_MainTex, vs_TEXCOORD0.xy, _GlobalMipBias.x); SV_Target0.xyz = u_xlat16_0.xyz * u_xlat16_1.xyz; SV_Target0.w = u_xlat16_1.w; return; } #endif $Globals _GlobalMipBias_MainLightShadowParams_AdditionalLightsCount _AdditionalLightsPosition0_AdditionalLightsColor0_AdditionalLightsAttenuation0_AdditionalLightsSpotDir0 _MainTex_STpunity_MatrixVP0_MainLightWorldToShadow UnityPerDraw unity_LightDataunity_LightIndices unity_SHAr unity_SHAg unity_SHAb unity_SHBr unity_SHBg unity_SHBb unity_SHCunity_ObjectToWorld_MainTex_MainLightShadowmapTexture$Globals UnityPerDraw