¼ ºu ’ #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 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec4 in_TEXCOORD0; out highp vec4 vs_TEXCOORD0; out highp vec2 vs_TEXCOORD1; vec4 u_xlat0; vec3 u_xlat1; 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.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; vs_TEXCOORD0 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0; u_xlat0 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0; gl_Position = u_xlat0 + hlslcc_mtx4x4unity_MatrixVP[3]; vs_TEXCOORD1.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 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 mediump float _Cutoff; uniform mediump vec4 _Color; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in highp vec4 vs_TEXCOORD0; in highp vec2 vs_TEXCOORD1; layout(location = 0) out highp vec4 SV_Target0; mediump float u_xlat16_0; bool u_xlatb0; mediump float u_xlat16_1; void main() { u_xlat16_0 = texture(_MainTex, vs_TEXCOORD1.xy).w; u_xlat16_1 = u_xlat16_0 * _Color.w + (-_Cutoff); u_xlatb0 = u_xlat16_1<0.0; if(u_xlatb0){discard;} SV_Target0 = vs_TEXCOORD0; return; } #endif $Globals _Cutoff_Color _MainTex_ST€unity_MatrixVP@_MainTex$Globals