eºu DIRLIGHTMAP_COMBINED LIGHTMAP_ON_ADDITIONAL_LIGHTS_LIGHT_COOKIES_MAIN_LIGHT_SHADOWS_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFTF`#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 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 highp 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 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; vs_TEXCOORD1.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.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_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 _MainLightShadowOffset0; uniform vec4 _MainLightShadowOffset1; uniform vec4 _MainLightShadowParams; uniform vec4 _MainLightShadowmapSize; UNITY_LOCATION(0) uniform mediump sampler2D unity_Lightmap; UNITY_LOCATION(1) uniform mediump sampler2D unity_LightmapInd; UNITY_LOCATION(2) uniform mediump sampler2D _MainTex; UNITY_LOCATION(3) uniform mediump sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(4) uniform mediump sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; in highp vec2 vs_TEXCOORD0; in highp vec2 vs_TEXCOORD1; in mediump vec4 vs_TEXCOORD3; in highp vec4 vs_TEXCOORD4; in mediump vec4 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; float u_xlat0; mediump vec4 u_xlat16_0; vec4 u_xlat1; mediump vec4 u_xlat16_1; bool u_xlatb1; mediump vec3 u_xlat16_2; mediump vec4 u_xlat16_3; mediump vec2 u_xlat16_4; mediump vec4 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; float u_xlat11; 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; float u_xlat16; mediump float u_xlat16_16; bool u_xlatb16; mediump vec2 u_xlat16_23; float u_xlat28; mediump float u_xlat16_28; float u_xlat33; mediump float u_xlat16_33; bool u_xlatb33; mediump vec2 u_xlat16_38; mediump vec2 u_xlat16_39; mediump vec2 u_xlat16_40; mediump vec2 u_xlat16_44; float u_xlat53; mediump float u_xlat16_53; void main() { u_xlat16_0 = texture(unity_LightmapInd, vs_TEXCOORD1.xy, _GlobalMipBias.x); u_xlat16_1 = texture(unity_Lightmap, vs_TEXCOORD1.xy, _GlobalMipBias.x); u_xlat16_2.x = log2(abs(u_xlat16_1.w)); u_xlat16_2.x = u_xlat16_2.x * 2.20000005; u_xlat16_2.x = exp2(u_xlat16_2.x); u_xlat16_2.x = u_xlat16_2.x * 34.4932404; u_xlat16_2.xyz = u_xlat16_1.xyz * u_xlat16_2.xxx; u_xlat16_3.xyz = u_xlat16_0.xyz + vec3(-0.5, -0.5, -0.5); u_xlat0 = dot(vs_TEXCOORD5.xyz, u_xlat16_3.xyz); u_xlat0 = u_xlat0 + 0.5; u_xlat16_2.xyz = vec3(u_xlat0) * u_xlat16_2.xyz; u_xlat16_53 = max(u_xlat16_0.w, 9.99999975e-05); u_xlat16_2.xyz = u_xlat16_2.xyz / vec3(u_xlat16_53); u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlatb1 = 0.0<_MainLightShadowParams.y; if(u_xlatb1){ u_xlatb1 = _MainLightShadowParams.y==1.0; if(u_xlatb1){ u_xlat1 = vs_TEXCOORD4.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat1.xy,vs_TEXCOORD4.z); u_xlat16_3.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat1.zw,vs_TEXCOORD4.z); u_xlat16_3.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat1 = vs_TEXCOORD4.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat1.xy,vs_TEXCOORD4.z); u_xlat16_3.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat1.zw,vs_TEXCOORD4.z); u_xlat16_3.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat16_53 = dot(u_xlat16_3, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb1 = _MainLightShadowParams.y==2.0; if(u_xlatb1){ u_xlat16_4.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_4.xy = floor(u_xlat16_4.xy); u_xlat16_38.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + (-u_xlat16_4.xy); u_xlat16_1 = u_xlat16_38.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_3 = u_xlat16_1.xxzz * u_xlat16_1.xxzz; u_xlat16_5.xy = u_xlat16_3.yw * vec2(0.0799999982, 0.0799999982); u_xlat16_39.xy = u_xlat16_3.xz * vec2(0.5, 0.5) + (-u_xlat16_38.xy); u_xlat16_6.xy = (-u_xlat16_38.xy) + vec2(1.0, 1.0); u_xlat16_40.xy = min(u_xlat16_38.xy, vec2(0.0, 0.0)); u_xlat16_40.xy = (-u_xlat16_40.xy) * u_xlat16_40.xy + u_xlat16_6.xy; u_xlat16_38.xy = max(u_xlat16_38.xy, vec2(0.0, 0.0)); u_xlat16_38.xy = (-u_xlat16_38.xy) * u_xlat16_38.xy + u_xlat16_1.yw; u_xlat16_40.xy = u_xlat16_40.xy + vec2(1.0, 1.0); u_xlat16_38.xy = u_xlat16_38.xy + vec2(1.0, 1.0); u_xlat16_3.xy = u_xlat16_39.xy * vec2(0.159999996, 0.159999996); u_xlat16_7.xy = u_xlat16_6.xy * vec2(0.159999996, 0.159999996); u_xlat16_6.xy = u_xlat16_40.xy * vec2(0.159999996, 0.159999996); u_xlat16_8.xy = u_xlat16_38.xy * vec2(0.159999996, 0.159999996); u_xlat16_38.xy = u_xlat16_1.yw * vec2(0.159999996, 0.159999996); u_xlat16_3.z = u_xlat16_6.x; u_xlat16_3.w = u_xlat16_38.x; u_xlat16_7.z = u_xlat16_8.x; u_xlat16_7.w = u_xlat16_5.x; u_xlat16_1 = u_xlat16_3.zwxz + u_xlat16_7.zwxz; u_xlat16_6.z = u_xlat16_3.y; u_xlat16_6.w = u_xlat16_38.y; u_xlat16_8.z = u_xlat16_7.y; u_xlat16_8.w = u_xlat16_5.y; u_xlat16_5.xyz = u_xlat16_6.zyw + u_xlat16_8.zyw; u_xlat16_6.xyz = u_xlat16_7.xzw / u_xlat16_1.zwy; u_xlat16_6.xyz = u_xlat16_6.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_7.xyz = u_xlat16_8.zyw / u_xlat16_5.xyz; u_xlat16_7.xyz = u_xlat16_7.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16_3.xyz = u_xlat16_6.yxz * _MainLightShadowmapSize.xxx; u_xlat16_6.xyz = u_xlat16_7.xyz * _MainLightShadowmapSize.yyy; u_xlat16_3.w = u_xlat16_6.x; u_xlat16_7 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_3.ywxw; u_xlat16_38.xy = u_xlat16_4.xy * _MainLightShadowmapSize.xy + u_xlat16_3.zw; u_xlat16_6.w = u_xlat16_3.y; u_xlat16_3.yw = u_xlat16_6.yz; u_xlat16_8 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_3.xyzy; u_xlat16_6 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.wywz; u_xlat16_3 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_3.xwzw; u_xlat16_9 = u_xlat16_1.zwyz * u_xlat16_5.xxxy; u_xlat16_10 = u_xlat16_1 * u_xlat16_5.yyzz; u_xlat16_4.x = u_xlat16_1.y * u_xlat16_5.z; vec3 txVec4 = vec3(u_xlat16_7.xy,vs_TEXCOORD4.z); u_xlat16_11.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat16_7.zw,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat28 = u_xlat16_9.y * u_xlat16_28; u_xlat11 = u_xlat16_9.x * u_xlat16_11.x + u_xlat28; vec3 txVec6 = vec3(u_xlat16_38.xy,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat11 = u_xlat16_9.z * u_xlat16_28 + u_xlat11; vec3 txVec7 = vec3(u_xlat16_6.xy,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat11 = u_xlat16_9.w * u_xlat16_28 + u_xlat11; vec3 txVec8 = vec3(u_xlat16_8.xy,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat11 = u_xlat16_10.x * u_xlat16_28 + u_xlat11; vec3 txVec9 = vec3(u_xlat16_8.zw,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat11 = u_xlat16_10.y * u_xlat16_28 + u_xlat11; vec3 txVec10 = vec3(u_xlat16_6.zw,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat11 = u_xlat16_10.z * u_xlat16_28 + u_xlat11; vec3 txVec11 = vec3(u_xlat16_3.xy,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat11 = u_xlat16_10.w * u_xlat16_28 + u_xlat11; vec3 txVec12 = vec3(u_xlat16_3.zw,vs_TEXCOORD4.z); u_xlat16_28 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat53 = u_xlat16_4.x * u_xlat16_28 + u_xlat11; u_xlat16_53 = u_xlat53; } else { u_xlat16_4.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat16_4.xy = floor(u_xlat16_4.xy); u_xlat16_38.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + (-u_xlat16_4.xy); u_xlat16_1 = u_xlat16_38.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat16_3 = u_xlat16_1.xxzz * u_xlat16_1.xxzz; u_xlat16_5.yw = u_xlat16_3.yw * vec2(0.0408160016, 0.0408160016); u_xlat16_6.xy = u_xlat16_3.xz * vec2(0.5, 0.5) + (-u_xlat16_38.xy); u_xlat16_40.xy = (-u_xlat16_38.xy) + vec2(1.0, 1.0); u_xlat16_7.xy = min(u_xlat16_38.xy, vec2(0.0, 0.0)); u_xlat16_40.xy = (-u_xlat16_7.xy) * u_xlat16_7.xy + u_xlat16_40.xy; u_xlat16_7.xy = max(u_xlat16_38.xy, vec2(0.0, 0.0)); u_xlat16_7.xy = (-u_xlat16_7.xy) * u_xlat16_7.xy + u_xlat16_1.yw; u_xlat16_40.xy = u_xlat16_40.xy + vec2(2.0, 2.0); u_xlat16_7.xy = u_xlat16_7.xy + vec2(2.0, 2.0); u_xlat16_1.z = u_xlat16_7.x * 0.0816320032; u_xlat16_3.xy = u_xlat16_6.yx * vec2(0.0816320032, 0.0816320032); u_xlat16_6.xy = u_xlat16_40.xy * vec2(0.0816320032, 0.0816320032); u_xlat16_3.z = u_xlat16_7.y * 0.0816320032; u_xlat16_1.x = u_xlat16_3.y; u_xlat16_1.yw = u_xlat16_38.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_7.xz = u_xlat16_38.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_7.y = u_xlat16_6.x; u_xlat16_7.w = u_xlat16_5.y; u_xlat16_1 = u_xlat16_1 + u_xlat16_7; u_xlat16_3.yw = u_xlat16_38.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16_5.xz = u_xlat16_38.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16_5.y = u_xlat16_6.y; u_xlat16_3 = u_xlat16_3 + u_xlat16_5; u_xlat16_6 = u_xlat16_7 / u_xlat16_1; u_xlat16_6 = u_xlat16_6 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_5 = u_xlat16_5 / u_xlat16_3; u_xlat16_5 = u_xlat16_5 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16_6 = u_xlat16_6.wxyz * _MainLightShadowmapSize.xxxx; u_xlat16_5 = u_xlat16_5.xwyz * _MainLightShadowmapSize.yyyy; u_xlat16_7.xzw = u_xlat16_6.yzw; u_xlat16_7.y = u_xlat16_5.x; u_xlat16_8 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xyzy; u_xlat16_38.xy = u_xlat16_4.xy * _MainLightShadowmapSize.xy + u_xlat16_7.wy; u_xlat16_6.y = u_xlat16_7.y; u_xlat16_7.y = u_xlat16_5.z; u_xlat16_9 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xyzy; u_xlat16_10.xy = u_xlat16_4.xy * _MainLightShadowmapSize.xy + u_xlat16_7.wy; u_xlat16_6.z = u_xlat16_7.y; u_xlat16_11 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.xyxz; u_xlat16_7.y = u_xlat16_5.w; u_xlat16_12 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xyzy; u_xlat16_23.xy = u_xlat16_4.xy * _MainLightShadowmapSize.xy + u_xlat16_7.wy; u_xlat16_6.w = u_xlat16_7.y; u_xlat16_44.xy = u_xlat16_4.xy * _MainLightShadowmapSize.xy + u_xlat16_6.xw; u_xlat16_5.xzw = u_xlat16_7.xzw; u_xlat16_7 = u_xlat16_4.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_5.xyzy; u_xlat16_39.xy = u_xlat16_4.xy * _MainLightShadowmapSize.xy + u_xlat16_5.wy; u_xlat16_5.x = u_xlat16_6.x; u_xlat16_4.xy = u_xlat16_4.xy * _MainLightShadowmapSize.xy + u_xlat16_5.xy; u_xlat16_13 = u_xlat16_1 * u_xlat16_3.xxxx; u_xlat16_14 = u_xlat16_1 * u_xlat16_3.yyyy; u_xlat16_15 = u_xlat16_1 * u_xlat16_3.zzzz; u_xlat16_1 = u_xlat16_1 * u_xlat16_3.wwww; vec3 txVec13 = vec3(u_xlat16_8.xy,vs_TEXCOORD4.z); u_xlat16_16 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat16_8.zw,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat33 = u_xlat16_13.y * u_xlat16_33; u_xlat16 = u_xlat16_13.x * u_xlat16_16 + u_xlat33; vec3 txVec15 = vec3(u_xlat16_38.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat16 = u_xlat16_13.z * u_xlat16_33 + u_xlat16; vec3 txVec16 = vec3(u_xlat16_11.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat16 = u_xlat16_13.w * u_xlat16_33 + u_xlat16; vec3 txVec17 = vec3(u_xlat16_9.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat16 = u_xlat16_14.x * u_xlat16_33 + u_xlat16; vec3 txVec18 = vec3(u_xlat16_9.zw,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat16 = u_xlat16_14.y * u_xlat16_33 + u_xlat16; vec3 txVec19 = vec3(u_xlat16_10.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat16 = u_xlat16_14.z * u_xlat16_33 + u_xlat16; vec3 txVec20 = vec3(u_xlat16_11.zw,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat16 = u_xlat16_14.w * u_xlat16_33 + u_xlat16; vec3 txVec21 = vec3(u_xlat16_12.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat16 = u_xlat16_15.x * u_xlat16_33 + u_xlat16; vec3 txVec22 = vec3(u_xlat16_12.zw,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat16 = u_xlat16_15.y * u_xlat16_33 + u_xlat16; vec3 txVec23 = vec3(u_xlat16_23.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat16 = u_xlat16_15.z * u_xlat16_33 + u_xlat16; vec3 txVec24 = vec3(u_xlat16_44.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat16 = u_xlat16_15.w * u_xlat16_33 + u_xlat16; vec3 txVec25 = vec3(u_xlat16_7.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat16 = u_xlat16_1.x * u_xlat16_33 + u_xlat16; vec3 txVec26 = vec3(u_xlat16_7.zw,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat16 = u_xlat16_1.y * u_xlat16_33 + u_xlat16; vec3 txVec27 = vec3(u_xlat16_39.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat16 = u_xlat16_1.z * u_xlat16_33 + u_xlat16; vec3 txVec28 = vec3(u_xlat16_4.xy,vs_TEXCOORD4.z); u_xlat16_33 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat53 = u_xlat16_1.w * u_xlat16_33 + u_xlat16; u_xlat16_53 = u_xlat53; } } } else { vec3 txVec29 = vec3(vs_TEXCOORD4.xy,vs_TEXCOORD4.z); u_xlat16_53 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); u_xlat16_53 = u_xlat16_53; } u_xlat16_4.x = (-_MainLightShadowParams.x) + 1.0; u_xlat16_53 = u_xlat16_53 * _MainLightShadowParams.x + u_xlat16_4.x; u_xlatb16 = 0.0>=vs_TEXCOORD4.z; u_xlatb33 = vs_TEXCOORD4.z>=1.0; u_xlatb16 = u_xlatb33 || u_xlatb16; u_xlat16_53 = (u_xlatb16) ? 1.0 : u_xlat16_53; u_xlat16_2.xyz = vs_TEXCOORD3.xyz * vec3(u_xlat16_53) + u_xlat16_2.xyz; SV_Target0.xyz = u_xlat16_0.xyz * u_xlat16_2.xyz; SV_Target0.w = u_xlat16_0.w; return; } #endif ;$GlobalsP _GlobalMipBias_MainLightShadowOffset0_MainLightShadowOffset1 _MainLightShadowParams0_MainLightShadowmapSize@_AdditionalLightsColor0_AdditionalLightsAttenuation0_AdditionalLightsSpotDir0 _MainTex_STpunity_MatrixVP0_MainLightWorldToShadow€ UnityPerDraw°unity_LightData°unity_LightIndicesÀunity_LightmapSTpunity_ObjectToWorldunity_Lightmapunity_LightmapInd_MainTex_MainLightShadowmapTexture$Globals UnityPerDraw