8u DIRECTIONAL_COOKIESHADOWS_SCREEN#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 _ProjectionParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform float _LightAsQuad; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; out highp vec4 vs_TEXCOORD0; out highp vec3 vs_TEXCOORD1; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; 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_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 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; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; gl_Position = u_xlat1; u_xlat1.y = u_xlat1.y * _ProjectionParams.x; u_xlat2.xzw = u_xlat1.xwy * vec3(0.5, 0.5, 0.5); vs_TEXCOORD0.zw = u_xlat1.zw; vs_TEXCOORD0.xy = u_xlat2.zz + u_xlat2.xw; u_xlat1.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * u_xlat0.xxx + u_xlat1.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * u_xlat0.zzz + u_xlat1.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * u_xlat0.www + u_xlat0.xyz; u_xlat1.xyz = u_xlat0.xyz * vec3(-1.0, -1.0, 1.0); u_xlat0.xyz = (-u_xlat0.xyz) * vec3(-1.0, -1.0, 1.0) + in_NORMAL0.xyz; vs_TEXCOORD1.xyz = vec3(_LightAsQuad) * u_xlat0.xyz + u_xlat1.xyz; 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 vec3 _WorldSpaceCameraPos; uniform vec4 _ProjectionParams; uniform vec4 _ZBufferParams; uniform vec4 hlslcc_mtx4x4unity_CameraToWorld[4]; uniform vec4 _LightShadowData; uniform vec4 unity_ShadowFadeCenterAndType; uniform vec4 _LightDir; uniform vec4 _LightColor; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[4]; UNITY_LOCATION(0) uniform highp sampler2D _CameraDepthTexture; UNITY_LOCATION(1) uniform mediump sampler2D _ShadowMapTexture; UNITY_LOCATION(2) uniform highp sampler2D _LightTexture0; UNITY_LOCATION(3) uniform mediump sampler2D _CameraGBufferTexture0; UNITY_LOCATION(4) uniform mediump sampler2D _CameraGBufferTexture1; UNITY_LOCATION(5) uniform mediump sampler2D _CameraGBufferTexture2; UNITY_LOCATION(6) uniform highp sampler2D unity_NHxRoughness; in highp vec4 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; mediump vec4 u_xlat16_0; vec2 u_xlat1; mediump vec3 u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; vec3 u_xlat3; mediump vec3 u_xlat16_3; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; mediump float u_xlat16_6; float u_xlat18; void main() { u_xlat0.x = _ProjectionParams.z / vs_TEXCOORD1.z; u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz; u_xlat1.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww; u_xlat18 = texture(_CameraDepthTexture, u_xlat1.xy).x; u_xlat18 = _ZBufferParams.x * u_xlat18 + _ZBufferParams.y; u_xlat18 = float(1.0) / u_xlat18; u_xlat2.xyz = vec3(u_xlat18) * u_xlat0.xyz; u_xlat3.xyz = u_xlat2.yyy * hlslcc_mtx4x4unity_CameraToWorld[1].xyz; u_xlat2.xyw = hlslcc_mtx4x4unity_CameraToWorld[0].xyz * u_xlat2.xxx + u_xlat3.xyz; u_xlat2.xyw = hlslcc_mtx4x4unity_CameraToWorld[2].xyz * u_xlat2.zzz + u_xlat2.xyw; u_xlat2.xyw = u_xlat2.xyw + hlslcc_mtx4x4unity_CameraToWorld[3].xyz; u_xlat3.xyz = u_xlat2.xyw + (-unity_ShadowFadeCenterAndType.xyz); u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz); u_xlat0.x = sqrt(u_xlat0.x); u_xlat0.x = (-u_xlat0.z) * u_xlat18 + u_xlat0.x; u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat0.x + u_xlat2.z; u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w; u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat16_6 = texture(_ShadowMapTexture, u_xlat1.xy).x; u_xlat16_4.x = (-u_xlat16_6) + 1.0; u_xlat16_4.x = u_xlat0.x * u_xlat16_4.x + u_xlat16_6; u_xlat0.xy = u_xlat2.yy * hlslcc_mtx4x4unity_WorldToLight[1].xy; u_xlat0.xy = hlslcc_mtx4x4unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy; u_xlat0.xy = hlslcc_mtx4x4unity_WorldToLight[2].xy * u_xlat2.ww + u_xlat0.xy; u_xlat2.xyz = u_xlat2.xyw + (-_WorldSpaceCameraPos.xyz); u_xlat0.xy = u_xlat0.xy + hlslcc_mtx4x4unity_WorldToLight[3].xy; u_xlat0.x = texture(_LightTexture0, u_xlat0.xy, -8.0).w; u_xlat0.x = u_xlat0.x * u_xlat16_4.x; u_xlat0.xyz = u_xlat0.xxx * _LightColor.xyz; u_xlat16_3.xyz = texture(_CameraGBufferTexture2, u_xlat1.xy).xyz; u_xlat3.xyz = u_xlat16_3.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat18 = dot(u_xlat3.xyz, u_xlat3.xyz); u_xlat18 = inversesqrt(u_xlat18); u_xlat3.xyz = vec3(u_xlat18) * u_xlat3.xyz; u_xlat18 = dot(u_xlat3.xyz, (-_LightDir.xyz)); u_xlat18 = clamp(u_xlat18, 0.0, 1.0); u_xlat16_4.xyz = vec3(u_xlat18) * u_xlat0.xyz; u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xyz = u_xlat0.xxx * u_xlat2.xyz; u_xlat18 = dot((-u_xlat0.xyz), u_xlat3.xyz); u_xlat18 = u_xlat18 + u_xlat18; u_xlat0.xyz = u_xlat3.xyz * (-vec3(u_xlat18)) + (-u_xlat0.xyz); u_xlat0.x = dot(u_xlat0.xyz, (-_LightDir.xyz)); u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat16_2 = texture(_CameraGBufferTexture1, u_xlat1.xy); u_xlat16_1.xyz = texture(_CameraGBufferTexture0, u_xlat1.xy).xyz; u_xlat0.y = (-u_xlat16_2.w) + 1.0; u_xlat0.x = texture(unity_NHxRoughness, u_xlat0.xy).x; u_xlat0.x = u_xlat0.x * 16.0; u_xlat16_5.xyz = u_xlat0.xxx * u_xlat16_2.xyz + u_xlat16_1.xyz; u_xlat16_0.xyz = u_xlat16_4.xyz * u_xlat16_5.xyz; u_xlat16_0.w = 1.0; SV_Target0 = exp2((-u_xlat16_0)); return; } #endif $Globals _WorldSpaceCameraPos_ProjectionParams_ZBufferParams _LightShadowDatapunity_ShadowFadeCenterAndType _LightDir _LightColor _LightAsQuadunity_CameraToWorld0 unity_MatrixVPunity_WorldToLight_CameraDepthTexture_ShadowMapTexture_LightTexture0_CameraGBufferTexture0_CameraGBufferTexture1_CameraGBufferTexture2unity_NHxRoughness$Globals