8"ºu  DIRECTIONAL LIGHTPROBE_SHSHADOWS_SCREENVERTEXLIGHT_ON##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 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform mediump vec4 unity_4LightAtten0; uniform mediump vec4 unity_LightColor[8]; uniform mediump vec4 unity_SHBr; uniform mediump vec4 unity_SHBg; uniform mediump vec4 unity_SHBb; uniform mediump vec4 unity_SHC; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; out highp vec2 vs_TEXCOORD0; out highp vec3 vs_TEXCOORD1; out highp vec3 vs_TEXCOORD2; out mediump vec3 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD5; out highp vec4 vs_TEXCOORD6; vec4 u_xlat0; vec4 u_xlat1; mediump vec4 u_xlat16_1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; mediump vec3 u_xlat16_5; mediump vec3 u_xlat16_6; float u_xlat21; void main() { u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; u_xlat1 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 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_xlat21 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat21 = inversesqrt(u_xlat21); u_xlat1.xyz = vec3(u_xlat21) * u_xlat1.xyz; vs_TEXCOORD1.xyz = u_xlat1.xyz; vs_TEXCOORD2.xyz = u_xlat0.xyz; u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0; u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0; u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0; u_xlat4 = u_xlat1.yyyy * u_xlat3; u_xlat3 = u_xlat3 * u_xlat3; u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3; u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4; u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2; u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3; u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07)); u_xlat3 = inversesqrt(u_xlat0); u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0); u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0; u_xlat2 = u_xlat2 * u_xlat3; u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0)); u_xlat0 = u_xlat0 * u_xlat2; u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz; u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz; u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz; u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz; u_xlat16_5.x = u_xlat1.y * u_xlat1.y; u_xlat16_5.x = u_xlat1.x * u_xlat1.x + (-u_xlat16_5.x); u_xlat16_1 = u_xlat1.yzzx * u_xlat1.xyzz; u_xlat16_6.x = dot(unity_SHBr, u_xlat16_1); u_xlat16_6.y = dot(unity_SHBg, u_xlat16_1); u_xlat16_6.z = dot(unity_SHBb, u_xlat16_1); u_xlat16_5.xyz = unity_SHC.xyz * u_xlat16_5.xxx + u_xlat16_6.xyz; vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat16_5.xyz; vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0); vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0); 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 vec3 _WorldSpaceCameraPos; uniform mediump vec4 _WorldSpaceLightPos0; uniform mediump vec4 unity_SHAr; uniform mediump vec4 unity_SHAg; uniform mediump vec4 unity_SHAb; uniform vec4 hlslcc_mtx4x4unity_WorldToShadow[16]; uniform vec4 _LightShadowData; uniform vec4 unity_ShadowFadeCenterAndType; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform mediump vec4 _LightColor0; uniform mediump vec4 _Color; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform highp sampler2D _ShadowMapTexture; UNITY_LOCATION(2) uniform highp sampler2DShadow hlslcc_zcmp_ShadowMapTexture; in highp vec2 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; in highp vec3 vs_TEXCOORD2; in mediump vec3 vs_TEXCOORD3; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; mediump vec3 u_xlat16_0; vec4 u_xlat1; mediump vec3 u_xlat16_2; mediump vec3 u_xlat16_3; vec3 u_xlat4; float u_xlat8; mediump float u_xlat16_14; void main() { u_xlat0.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz); u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat0.x = sqrt(u_xlat0.x); u_xlat4.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz; u_xlat1.x = hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat1.y = hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat1.z = hlslcc_mtx4x4unity_MatrixV[2].z; u_xlat4.x = dot(u_xlat4.xyz, u_xlat1.xyz); u_xlat0.x = (-u_xlat4.x) + u_xlat0.x; u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat0.x + u_xlat4.x; u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w; u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat4.xyz = vs_TEXCOORD2.yyy * hlslcc_mtx4x4unity_WorldToShadow[1].xyz; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToShadow[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToShadow[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz; u_xlat4.xyz = u_xlat4.xyz + hlslcc_mtx4x4unity_WorldToShadow[3].xyz; vec3 txVec0 = vec3(u_xlat4.xy,u_xlat4.z); u_xlat4.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0); u_xlat8 = (-_LightShadowData.x) + 1.0; u_xlat4.x = u_xlat4.x * u_xlat8 + _LightShadowData.x; u_xlat16_2.x = (-u_xlat4.x) + 1.0; u_xlat16_2.x = u_xlat0.x * u_xlat16_2.x + u_xlat4.x; u_xlat16_2.xyz = u_xlat16_2.xxx * _LightColor0.xyz; u_xlat16_0.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat0.xyz = u_xlat16_0.xyz * _Color.xyz; u_xlat16_2.xyz = u_xlat16_2.xyz * u_xlat0.xyz; u_xlat1.xyz = vs_TEXCOORD1.xyz; u_xlat1.w = 1.0; u_xlat16_3.x = dot(unity_SHAr, u_xlat1); u_xlat16_3.y = dot(unity_SHAg, u_xlat1); u_xlat16_3.z = dot(unity_SHAb, u_xlat1); u_xlat16_3.xyz = u_xlat16_3.xyz + vs_TEXCOORD3.xyz; u_xlat16_3.xyz = max(u_xlat16_3.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_3.xyz = u_xlat0.xyz * u_xlat16_3.xyz; u_xlat16_14 = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz); u_xlat16_14 = max(u_xlat16_14, 0.0); SV_Target0.xyz = u_xlat16_2.xyz * vec3(u_xlat16_14) + u_xlat16_3.xyz; SV_Target0.w = 1.0; return; } #endif $GlobalsÐ_WorldSpaceCameraPos_WorldSpaceLightPos0 unity_SHAr unity_SHAg0 unity_SHAb@ unity_SHBrÀ unity_SHBgÐ unity_SHBbà unity_SHCð_LightShadowDataPunity_ShadowFadeCenterAndType` _LightColor0°_ColorÀunity_WorldToShadowPunity_ObjectToWorldunity_WorldToObject@ unity_MatrixVpunity_MatrixVP€_MainTex_ShadowMapTexture$Globals