ìºu DIRLIGHTMAP_COMBINED LIGHTMAP_ON_MIXED_LIGHTING_SUBTRACTIVEû#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 _MainLightPosition; uniform mediump vec4 _MainLightColor; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 hlslcc_mtx4x4_MainLightWorldToShadow[20]; uniform vec4 _MainTex_ST; #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 Xhlslcc_UnusedXunity_WorldTransformParams; UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RenderingLayer; UNITY_UNIFORM mediump vec4 unity_LightData; UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_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 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 in highp vec4 in_POSITION0; in highp vec2 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; in mediump vec3 in_NORMAL0; in mediump vec4 in_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec2 vs_TEXCOORD1; out mediump vec4 vs_TEXCOORD2; out mediump vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; out mediump vec3 vs_TEXCOORD5; vec4 u_xlat0; vec4 u_xlat1; mediump float u_xlat16_1; vec3 u_xlat2; float u_xlat9; void main() { vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD1.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw; vs_TEXCOORD2 = in_COLOR0; u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat9 = max(u_xlat9, 1.17549435e-38); u_xlat9 = inversesqrt(u_xlat9); u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz; u_xlat16_1 = dot(u_xlat0.xyz, _MainLightPosition.xyz); u_xlat16_1 = clamp(u_xlat16_1, 0.0, 1.0); vs_TEXCOORD5.xyz = u_xlat0.xyz; u_xlat0.xyz = _MainLightColor.xyz * unity_LightData.zzz; vs_TEXCOORD3.xyz = vec3(u_xlat16_1) * u_xlat0.xyz; vs_TEXCOORD3.w = 0.0; 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_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_TEXCOORD4.xyz = u_xlat2.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[3].xyz; vs_TEXCOORD4.w = 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 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; UNITY_LOCATION(0) uniform mediump sampler2D unity_Lightmap; UNITY_LOCATION(1) uniform mediump sampler2D unity_LightmapInd; UNITY_LOCATION(2) uniform mediump sampler2D _MainTex; in highp vec2 vs_TEXCOORD0; in highp vec2 vs_TEXCOORD1; in mediump vec4 vs_TEXCOORD2; in mediump vec4 vs_TEXCOORD3; in mediump vec3 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; layout(location = 1) out mediump vec4 SV_Target1; layout(location = 2) out mediump vec4 SV_Target2; layout(location = 3) out mediump vec4 SV_Target3; float u_xlat0; mediump vec4 u_xlat16_0; mediump vec3 u_xlat16_1; mediump vec3 u_xlat16_2; mediump float u_xlat16_10; void main() { SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0156862754); SV_Target1 = vec4(0.0, 0.0, 0.0, 1.0); SV_Target2.xyz = vs_TEXCOORD5.xyz; SV_Target2.w = 0.0; u_xlat16_0 = texture(unity_Lightmap, vs_TEXCOORD1.xy, _GlobalMipBias.x); u_xlat16_1.x = log2(abs(u_xlat16_0.w)); u_xlat16_1.x = u_xlat16_1.x * 2.20000005; u_xlat16_1.x = exp2(u_xlat16_1.x); u_xlat16_1.x = u_xlat16_1.x * 34.4932404; u_xlat16_1.xyz = u_xlat16_0.xyz * u_xlat16_1.xxx; u_xlat16_0 = texture(unity_LightmapInd, vs_TEXCOORD1.xy, _GlobalMipBias.x); u_xlat16_2.xyz = u_xlat16_0.xyz + vec3(-0.5, -0.5, -0.5); u_xlat16_10 = max(u_xlat16_0.w, 9.99999975e-05); u_xlat0 = dot(vs_TEXCOORD5.xyz, u_xlat16_2.xyz); u_xlat0 = u_xlat0 + 0.5; u_xlat16_1.xyz = vec3(u_xlat0) * u_xlat16_1.xyz; u_xlat16_1.xyz = u_xlat16_1.xyz / vec3(u_xlat16_10); u_xlat16_1.xyz = u_xlat16_1.xyz + vs_TEXCOORD3.xyz; u_xlat16_0.xyz = texture(_MainTex, vs_TEXCOORD0.xy, _GlobalMipBias.x).xyz; u_xlat16_2.xyz = u_xlat16_0.xyz * vs_TEXCOORD2.xyz; SV_Target3.xyz = u_xlat16_1.xyz * u_xlat16_2.xyz; SV_Target3.w = 1.0; return; } #endif ;$Globals_GlobalMipBias_MainLightColor _MainTex_ST unity_MatrixVP _MainLightWorldToShadow` UnityPerDraw°unity_LightData°unity_LightmapSTpunity_ObjectToWorldunity_WorldToObject@unity_Lightmapunity_LightmapInd_MainTex$Globals UnityPerDraw