> (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_TEXCOORD5.xyz = in_NORMAL0.xyz; vs_TEXCOORD5.w = 0.0; vs_TEXCOORD1.xyz = vec3(0.0, 0.0, 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 hlslcc_mtx4x4_MainLightWorldToShadow[20]; uniform vec4 _CascadeShadowSplitSpheres0; uniform vec4 _CascadeShadowSplitSpheres1; uniform vec4 _CascadeShadowSplitSpheres2; uniform vec4 _CascadeShadowSplitSpheres3; uniform vec4 _CascadeShadowSplitSphereRadii; uniform vec4 _MainLightShadowOffset0; uniform vec4 _MainLightShadowOffset1; uniform vec4 _MainLightShadowParams; uniform vec4 _MainLightShadowmapSize; #if HLSLCC_ENABLE_UNIFORM_BUFFERS UNITY_BINDING(0) uniform UnityPerDraw { #endif UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; UNITY_UNIFORM vec4 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 mediump vec4 vs_TEXCOORD5; in highp vec3 vs_TEXCOORD6; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; int u_xlati0; uint u_xlatu0; bvec4 u_xlatb0; vec3 u_xlat1; mediump vec4 u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; vec3 u_xlat3; mediump vec4 u_xlat16_3; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; mediump vec4 u_xlat16_6; mediump vec4 u_xlat16_7; mediump vec4 u_xlat16_8; mediump vec4 u_xlat16_9; mediump vec4 u_xlat16_10; mediump vec4 u_xlat16_11; float u_xlat12; 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 float u_xlat16_17; vec3 u_xlat18; bool u_xlatb18; mediump vec2 u_xlat16_25; mediump vec2 u_xlat16_41; mediump vec2 u_xlat16_42; mediump vec2 u_xlat16_43; mediump vec2 u_xlat16_47; float u_xlat54; mediump float u_xlat16_54; bool u_xlatb54; float u_xlat58; mediump float u_xlat16_58; void main() { u_xlat0.xyz = vs_TEXCOORD6.xyz + (-_CascadeShadowSplitSpheres0.xyz); u_xlat1.xyz = vs_TEXCOORD6.xyz + (-_CascadeShadowSplitSpheres1.xyz); u_xlat2.xyz = vs_TEXCOORD6.xyz + (-_CascadeShadowSplitSpheres2.xyz); u_xlat3.xyz = vs_TEXCOORD6.xyz + (-_CascadeShadowSplitSpheres3.xyz); u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat0.y = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat0.z = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat0.w = dot(u_xlat3.xyz, u_xlat3.xyz); u_xlatb0 = lessThan(u_xlat0, _CascadeShadowSplitSphereRadii); u_xlat16_1.x = (u_xlatb0.x) ? float(1.0) : float(0.0); u_xlat16_1.y = (u_xlatb0.y) ? float(1.0) : float(0.0); u_xlat16_1.z = (u_xlatb0.z) ? float(1.0) : float(0.0); u_xlat16_1.w = (u_xlatb0.w) ? float(1.0) : float(0.0); u_xlat16_4.x = (u_xlatb0.x) ? float(-1.0) : float(-0.0); u_xlat16_4.y = (u_xlatb0.y) ? float(-1.0) : float(-0.0); u_xlat16_4.z = (u_xlatb0.z) ? float(-1.0) : float(-0.0); u_xlat16_4.xyz = u_xlat16_1.yzw + u_xlat16_4.xyz; u_xlat16_1.yzw = max(u_xlat16_4.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_4.x = dot(u_xlat16_1, vec4(4.0, 3.0, 2.0, 1.0)); u_xlat16_4.x = (-u_xlat16_4.x) + 4.0; u_xlatu0 = uint(u_xlat16_4.x); u_xlati0 = int(int(u_xlatu0) << (2 & int(0x1F))); u_xlat18.xyz = vs_TEXCOORD6.yyy * hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati0 + 1)].xyz; u_xlat18.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[u_xlati0].xyz * vs_TEXCOORD6.xxx + u_xlat18.xyz; u_xlat18.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati0 + 2)].xyz * vs_TEXCOORD6.zzz + u_xlat18.xyz; u_xlat0.xyz = u_xlat18.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati0 + 3)].xyz; u_xlat16_1.xyz = vs_TEXCOORD5.xyz; u_xlat16_1.w = 1.0; u_xlat16_4.x = dot(unity_SHAr, u_xlat16_1); u_xlat16_4.y = dot(unity_SHAg, u_xlat16_1); u_xlat16_4.z = dot(unity_SHAb, u_xlat16_1); u_xlat16_1 = vs_TEXCOORD5.yzzx * vs_TEXCOORD5.xyzz; u_xlat16_5.x = dot(unity_SHBr, u_xlat16_1); u_xlat16_5.y = dot(unity_SHBg, u_xlat16_1); u_xlat16_5.z = dot(unity_SHBb, u_xlat16_1); u_xlat16_58 = vs_TEXCOORD5.y * vs_TEXCOORD5.y; u_xlat16_58 = vs_TEXCOORD5.x * vs_TEXCOORD5.x + (-u_xlat16_58); u_xlat16_5.xyz = unity_SHC.xyz * vec3(u_xlat16_58) + u_xlat16_5.xyz; u_xlat16_4.xyz = u_xlat16_4.xyz + u_xlat16_5.xyz; u_xlat16_4.xyz = max(u_xlat16_4.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_1 = texture(_MainTex, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlatb54 = 0.0<_MainLightShadowParams.y; if(u_xlatb54){ u_xlatb54 = _MainLightShadowParams.y==1.0; if(u_xlatb54){ u_xlat2 = u_xlat0.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat2.xy,u_xlat0.z); u_xlat16_3.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat2.zw,u_xlat0.z); u_xlat16_3.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat2 = u_xlat0.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat2.xy,u_xlat0.z); u_xlat16_3.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat2.zw,u_xlat0.z); u_xlat16_3.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat16_58 = dot(u_xlat16_3, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb54 = _MainLightShadowParams.y==2.0; if(u_xlatb54){ u_xlat16_5.xy = u_xlat0.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_5.xy = floor(u_xlat16_5.xy); u_xlat16_41.xy = u_xlat0.xy * _MainLightShadowmapSize.zw + (-u_xlat16_5.xy); u_xlat16_2 = u_xlat16_41.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_3 = u_xlat16_2.xxzz * u_xlat16_2.xxzz; u_xlat16_6.xy = u_xlat16_3.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_42.xy = u_xlat16_3.xz * vec2(0.5, 0.5) + (-u_xlat16_41.xy); u_xlat16_7.xy = (-u_xlat16_41.xy) + vec2(1.0, 1.0); u_xlat16_43.xy = min(u_xlat16_41.xy, vec2(0.0, 0.0)); u_xlat16_43.xy = (-u_xlat16_43.xy) * u_xlat16_43.xy + u_xlat16_7.xy; u_xlat16_41.xy = max(u_xlat16_41.xy, vec2(0.0, 0.0)); u_xlat16_41.xy = (-u_xlat16_41.xy) * u_xlat16_41.xy + u_xlat16_2.yw; u_xlat16_43.xy = u_xlat16_43.xy + vec2(1.0, 1.0); u_xlat16_41.xy = u_xlat16_41.xy + vec2(1.0, 1.0); u_xlat16_3.xy = u_xlat16_42.xy * vec2(0.159999996, 0.159999996); u_xlat16_8.xy = u_xlat16_7.xy * vec2(0.159999996, 0.159999996); u_xlat16_7.xy = u_xlat16_43.xy * vec2(0.159999996, 0.159999996); u_xlat16_9.xy = u_xlat16_41.xy * vec2(0.159999996, 0.159999996); u_xlat16_41.xy = u_xlat16_2.yw * vec2(0.159999996, 0.159999996); u_xlat16_3.z = u_xlat16_7.x; u_xlat16_3.w = u_xlat16_41.x; u_xlat16_8.z = u_xlat16_9.x; u_xlat16_8.w = u_xlat16_6.x; u_xlat16_2 = u_xlat16_3.zwxz + u_xlat16_8.zwxz; u_xlat16_7.z = u_xlat16_3.y; u_xlat16_7.w = u_xlat16_41.y; u_xlat16_9.z = u_xlat16_8.y; u_xlat16_9.w = u_xlat16_6.y; u_xlat16_6.xyz = u_xlat16_7.zyw + u_xlat16_9.zyw; u_xlat16_7.xyz = u_xlat16_8.xzw / u_xlat16_2.zwy; u_xlat16_7.xyz = u_xlat16_7.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_9.xyz = u_xlat16_9.zyw / u_xlat16_6.xyz; u_xlat16_9.xyz = u_xlat16_9.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_3.xyz = u_xlat16_7.yxz * _MainLightShadowmapSize.xxx; u_xlat16_7.xyz = u_xlat16_9.xyz * _MainLightShadowmapSize.yyy; u_xlat16_3.w = u_xlat16_7.x; u_xlat16_8 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_3.ywxw; u_xlat16_41.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_3.zw; u_xlat16_7.w = u_xlat16_3.y; u_xlat16_3.yw = u_xlat16_7.yz; u_xlat16_9 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_3.xyzy; u_xlat16_7 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.wywz; u_xlat16_3 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_3.xwzw; u_xlat16_10 = u_xlat16_2.zwyz * u_xlat16_6.xxxy; u_xlat16_11 = u_xlat16_2 * u_xlat16_6.yyzz; u_xlat16_5.x = u_xlat16_2.y * u_xlat16_6.z; vec3 txVec4 = vec3(u_xlat16_8.xy,u_xlat0.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat16_8.zw,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat12 = u_xlat16_10.y * u_xlat16_12.x; u_xlat54 = u_xlat16_10.x * u_xlat16_54 + u_xlat12; vec3 txVec6 = vec3(u_xlat16_41.xy,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat54 = u_xlat16_10.z * u_xlat16_12.x + u_xlat54; vec3 txVec7 = vec3(u_xlat16_7.xy,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat54 = u_xlat16_10.w * u_xlat16_12.x + u_xlat54; vec3 txVec8 = vec3(u_xlat16_9.xy,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat54 = u_xlat16_11.x * u_xlat16_12.x + u_xlat54; vec3 txVec9 = vec3(u_xlat16_9.zw,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat54 = u_xlat16_11.y * u_xlat16_12.x + u_xlat54; vec3 txVec10 = vec3(u_xlat16_7.zw,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat54 = u_xlat16_11.z * u_xlat16_12.x + u_xlat54; vec3 txVec11 = vec3(u_xlat16_3.xy,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat54 = u_xlat16_11.w * u_xlat16_12.x + u_xlat54; vec3 txVec12 = vec3(u_xlat16_3.zw,u_xlat0.z); u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat58 = u_xlat16_5.x * u_xlat16_12.x + u_xlat54; u_xlat16_58 = u_xlat58; } else { u_xlat16_5.xy = u_xlat0.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_5.xy = floor(u_xlat16_5.xy); u_xlat16_41.xy = u_xlat0.xy * _MainLightShadowmapSize.zw + (-u_xlat16_5.xy); u_xlat16_2 = u_xlat16_41.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_3 = u_xlat16_2.xxzz * u_xlat16_2.xxzz; u_xlat16_6.yw = u_xlat16_3.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_7.xy = u_xlat16_3.xz * vec2(0.5, 0.5) + (-u_xlat16_41.xy); u_xlat16_43.xy = (-u_xlat16_41.xy) + vec2(1.0, 1.0); u_xlat16_9.xy = min(u_xlat16_41.xy, vec2(0.0, 0.0)); u_xlat16_43.xy = (-u_xlat16_9.xy) * u_xlat16_9.xy + u_xlat16_43.xy; u_xlat16_9.xy = max(u_xlat16_41.xy, vec2(0.0, 0.0)); u_xlat16_9.xy = (-u_xlat16_9.xy) * u_xlat16_9.xy + u_xlat16_2.yw; u_xlat16_43.xy = u_xlat16_43.xy + vec2(2.0, 2.0); u_xlat16_9.xy = u_xlat16_9.xy + vec2(2.0, 2.0); u_xlat16_2.z = u_xlat16_9.x * 0.0816320032; u_xlat16_3.xy = u_xlat16_7.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_7.xy = u_xlat16_43.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_3.z = u_xlat16_9.y * 0.0816320032; u_xlat16_2.x = u_xlat16_3.y; u_xlat16_2.yw = u_xlat16_41.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_8.xz = u_xlat16_41.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_8.y = u_xlat16_7.x; u_xlat16_8.w = u_xlat16_6.y; u_xlat16_2 = u_xlat16_2 + u_xlat16_8; u_xlat16_3.yw = u_xlat16_41.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_6.xz = u_xlat16_41.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_6.y = u_xlat16_7.y; u_xlat16_3 = u_xlat16_3 + u_xlat16_6; u_xlat16_7 = u_xlat16_8 / u_xlat16_2; u_xlat16_7 = u_xlat16_7 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_6 = u_xlat16_6 / u_xlat16_3; u_xlat16_6 = u_xlat16_6 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_7 = u_xlat16_7.wxyz * _MainLightShadowmapSize.xxxx; u_xlat16_6 = u_xlat16_6.xwyz * _MainLightShadowmapSize.yyyy; u_xlat16_8.xzw = u_xlat16_7.yzw; u_xlat16_8.y = u_xlat16_6.x; u_xlat16_9 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_8.xyzy; u_xlat16_41.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_8.wy; u_xlat16_7.y = u_xlat16_8.y; u_xlat16_8.y = u_xlat16_6.z; u_xlat16_10 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_8.xyzy; u_xlat16_11.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_8.wy; u_xlat16_7.z = u_xlat16_8.y; u_xlat16_12 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xyxz; u_xlat16_8.y = u_xlat16_6.w; u_xlat16_13 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_8.xyzy; u_xlat16_25.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_8.wy; u_xlat16_7.w = u_xlat16_8.y; u_xlat16_47.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_7.xw; u_xlat16_6.xzw = u_xlat16_8.xzw; u_xlat16_8 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.xyzy; u_xlat16_42.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_6.wy; u_xlat16_6.x = u_xlat16_7.x; u_xlat16_5.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_6.xy; u_xlat16_14 = u_xlat16_2 * u_xlat16_3.xxxx; u_xlat16_15 = u_xlat16_2 * u_xlat16_3.yyyy; u_xlat16_16 = u_xlat16_2 * u_xlat16_3.zzzz; u_xlat16_2 = u_xlat16_2 * u_xlat16_3.wwww; vec3 txVec13 = vec3(u_xlat16_9.xy,u_xlat0.z); u_xlat16_54 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat16_9.zw,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat17 = u_xlat16_14.y * u_xlat16_17; u_xlat54 = u_xlat16_14.x * u_xlat16_54 + u_xlat17; vec3 txVec15 = vec3(u_xlat16_41.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat54 = u_xlat16_14.z * u_xlat16_17 + u_xlat54; vec3 txVec16 = vec3(u_xlat16_12.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat54 = u_xlat16_14.w * u_xlat16_17 + u_xlat54; vec3 txVec17 = vec3(u_xlat16_10.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat54 = u_xlat16_15.x * u_xlat16_17 + u_xlat54; vec3 txVec18 = vec3(u_xlat16_10.zw,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat54 = u_xlat16_15.y * u_xlat16_17 + u_xlat54; vec3 txVec19 = vec3(u_xlat16_11.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat54 = u_xlat16_15.z * u_xlat16_17 + u_xlat54; vec3 txVec20 = vec3(u_xlat16_12.zw,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat54 = u_xlat16_15.w * u_xlat16_17 + u_xlat54; vec3 txVec21 = vec3(u_xlat16_13.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat54 = u_xlat16_16.x * u_xlat16_17 + u_xlat54; vec3 txVec22 = vec3(u_xlat16_13.zw,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat54 = u_xlat16_16.y * u_xlat16_17 + u_xlat54; vec3 txVec23 = vec3(u_xlat16_25.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat54 = u_xlat16_16.z * u_xlat16_17 + u_xlat54; vec3 txVec24 = vec3(u_xlat16_47.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat54 = u_xlat16_16.w * u_xlat16_17 + u_xlat54; vec3 txVec25 = vec3(u_xlat16_8.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat54 = u_xlat16_2.x * u_xlat16_17 + u_xlat54; vec3 txVec26 = vec3(u_xlat16_8.zw,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat54 = u_xlat16_2.y * u_xlat16_17 + u_xlat54; vec3 txVec27 = vec3(u_xlat16_42.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat54 = u_xlat16_2.z * u_xlat16_17 + u_xlat54; vec3 txVec28 = vec3(u_xlat16_5.xy,u_xlat0.z); u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat58 = u_xlat16_2.w * u_xlat16_17 + u_xlat54; u_xlat16_58 = u_xlat58; } } } else { vec3 txVec29 = vec3(u_xlat0.xy,u_xlat0.z); u_xlat16_58 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); u_xlat16_58 = u_xlat16_58; } u_xlat16_5.x = (-_MainLightShadowParams.x) + 1.0; u_xlat16_58 = u_xlat16_58 * _MainLightShadowParams.x + u_xlat16_5.x; u_xlatb0.x = 0.0>=u_xlat0.z; u_xlatb18 = u_xlat0.z>=1.0; u_xlatb0.x = u_xlatb18 || u_xlatb0.x; u_xlat16_58 = (u_xlatb0.x) ? 1.0 : u_xlat16_58; u_xlat16_4.xyz = vs_TEXCOORD3.xyz * vec3(u_xlat16_58) + u_xlat16_4.xyz; SV_Target0.xyz = u_xlat16_1.xyz * u_xlat16_4.xyz; SV_Target0.w = u_xlat16_1.w; return; } #endif $Globals_GlobalMipBias_AdditionalLightsCount _AdditionalLightsPosition0_AdditionalLightsColor0_CascadeShadowSplitSpheres0P_CascadeShadowSplitSpheres1`_CascadeShadowSplitSpheres2p_CascadeShadowSplitSpheres3_CascadeShadowSplitSphereRadii_MainLightShadowOffset0_MainLightShadowOffset1_MainLightShadowParams_MainLightShadowmapSize_AdditionalLightsAttenuation0_AdditionalLightsSpotDir0 _MainTex_STp_MainLightWorldToShadowunity_MatrixVP0 UnityPerDraw unity_LightDataunity_LightIndices unity_SHAr unity_SHAg unity_SHAb unity_SHBr unity_SHBg unity_SHBb unity_SHCunity_ObjectToWorld_MainTex_MainLightShadowmapTexture$Globals UnityPerDraw