=in_TEXCOORD1.y; u_xlat8.x = u_xlatb8 ? 1.0 : float(0.0); u_xlat12 = (-_WeightNormal) + _WeightBold; u_xlat8.x = u_xlat8.x * u_xlat12 + _WeightNormal; u_xlat8.x = u_xlat8.x * 0.25 + _FaceDilate; u_xlat8.x = u_xlat8.x * _ScaleRatioA; u_xlat6.z = u_xlat8.x * 0.5; vs_TEXCOORD1.yw = u_xlat6.xz; u_xlat12 = 0.5 / u_xlat6.x; u_xlat13 = (-_OutlineWidth) * _ScaleRatioA + 1.0; u_xlat13 = (-_OutlineSoftness) * _ScaleRatioA + u_xlat13; u_xlat13 = u_xlat13 * 0.5 + (-u_xlat12); vs_TEXCOORD1.x = (-u_xlat8.x) * 0.5 + u_xlat13; u_xlat8.x = (-u_xlat8.x) * 0.5 + 0.5; vs_TEXCOORD1.z = u_xlat12 + u_xlat8.x; u_xlat3 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat3 = min(u_xlat3, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat3.xy); vs_TEXCOORD2.xy = (-u_xlat3.zw) + u_xlat0.xy; u_xlat0.xyw = u_xlat1.yyy * hlslcc_mtx4x4_EnvMatrix[1].xyz; u_xlat0.xyw = hlslcc_mtx4x4_EnvMatrix[0].xyz * u_xlat1.xxx + u_xlat0.xyw; vs_TEXCOORD3.xyz = hlslcc_mtx4x4_EnvMatrix[2].xyz * u_xlat1.zzz + u_xlat0.xyw; u_xlat1 = vec4(_UnderlaySoftness, _UnderlayDilate, _UnderlayOffsetX, _UnderlayOffsetY) * vec4(vec4(_ScaleRatioC, _ScaleRatioC, _ScaleRatioC, _ScaleRatioC)); u_xlat0.x = u_xlat1.x * u_xlat6.x + 1.0; u_xlat0.x = u_xlat6.x / u_xlat0.x; u_xlat4 = u_xlat8.x * u_xlat0.x + -0.5; u_xlat8.x = u_xlat0.x * u_xlat1.y; u_xlat1.xy = (-u_xlat1.zw) * vec2(_GradientScale); u_xlat1.xy = u_xlat1.xy / vec2(_TextureWidth, _TextureHeight); vs_TEXCOORD4.xy = u_xlat1.xy + in_TEXCOORD0.xy; vs_TEXCOORD4.z = u_xlat0.x; vs_TEXCOORD4.w = (-u_xlat8.x) * 0.5 + u_xlat4; u_xlat0.xyz = _UnderlayColor.www * _UnderlayColor.xyz; vs_COLOR1.xyz = u_xlat0.xyz; vs_COLOR1.w = _UnderlayColor.w; u_xlat0.x = in_TEXCOORD1.x * 0.000244140625; u_xlat8.x = floor(u_xlat0.x); u_xlat8.y = (-u_xlat8.x) * 4096.0 + in_TEXCOORD1.x; u_xlat0.xy = u_xlat8.xy * vec2(0.001953125, 0.001953125); vs_TEXCOORD5.xy = u_xlat0.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; vs_TEXCOORD5.zw = u_xlat0.xy * _OutlineTex_ST.xy + _OutlineTex_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 vec4 _Time; uniform float _FaceUVSpeedX; uniform float _FaceUVSpeedY; uniform mediump vec4 _FaceColor; uniform float _OutlineSoftness; uniform float _OutlineUVSpeedX; uniform float _OutlineUVSpeedY; uniform mediump vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _ScaleRatioA; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _FaceTex; UNITY_LOCATION(2) uniform mediump sampler2D _OutlineTex; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD4; in mediump vec4 vs_COLOR1; in highp vec4 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; mediump vec4 u_xlat16_0; mediump float u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; mediump vec3 u_xlat16_3; float u_xlat4; mediump vec4 u_xlat16_4; mediump float u_xlat16_6; float u_xlat9; mediump float u_xlat16_11; void main() { u_xlat0.x = _OutlineWidth * _ScaleRatioA; u_xlat0.x = u_xlat0.x * vs_TEXCOORD1.y; u_xlat16_1 = min(u_xlat0.x, 1.0); u_xlat16_6 = u_xlat0.x * 0.5; u_xlat16_1 = sqrt(u_xlat16_1); u_xlat16_0.x = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat0.x = (-u_xlat16_0.x) + vs_TEXCOORD1.z; u_xlat16_11 = u_xlat0.x * vs_TEXCOORD1.y + u_xlat16_6; u_xlat16_11 = clamp(u_xlat16_11, 0.0, 1.0); u_xlat16_6 = u_xlat0.x * vs_TEXCOORD1.y + (-u_xlat16_6); u_xlat16_1 = u_xlat16_1 * u_xlat16_11; u_xlat0.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD5.zw; u_xlat16_0 = texture(_OutlineTex, u_xlat0.xy); u_xlat2 = u_xlat16_0 * _OutlineColor; u_xlat16_3.xyz = vs_COLOR0.xyz * _FaceColor.xyz; u_xlat0.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD5.xy; u_xlat16_4 = texture(_FaceTex, u_xlat0.xy); u_xlat0.xyz = u_xlat16_3.xyz * u_xlat16_4.xyz; u_xlat4 = u_xlat16_4.w * _FaceColor.w; u_xlat16_3.xyz = u_xlat0.xyz * vec3(u_xlat4); u_xlat16_2.xyz = u_xlat2.xyz * u_xlat2.www + (-u_xlat16_3.xyz); u_xlat16_2.w = _OutlineColor.w * u_xlat16_0.w + (-u_xlat4); u_xlat16_2 = vec4(u_xlat16_1) * u_xlat16_2; u_xlat16_0.xyz = u_xlat0.xyz * vec3(u_xlat4) + u_xlat16_2.xyz; u_xlat16_0.w = _FaceColor.w * u_xlat16_4.w + u_xlat16_2.w; u_xlat4 = _OutlineSoftness * _ScaleRatioA; u_xlat9 = u_xlat4 * vs_TEXCOORD1.y; u_xlat16_1 = u_xlat4 * vs_TEXCOORD1.y + 1.0; u_xlat16_6 = u_xlat9 * 0.5 + u_xlat16_6; u_xlat16_1 = u_xlat16_6 / u_xlat16_1; u_xlat16_1 = clamp(u_xlat16_1, 0.0, 1.0); u_xlat16_1 = (-u_xlat16_1) + 1.0; u_xlat16_2 = u_xlat16_0 * vec4(u_xlat16_1); u_xlat16_1 = (-u_xlat16_0.w) * u_xlat16_1 + 1.0; u_xlat16_4.x = texture(_MainTex, vs_TEXCOORD4.xy).w; u_xlat4 = u_xlat16_4.x * vs_TEXCOORD4.z + (-vs_TEXCOORD4.w); u_xlat4 = clamp(u_xlat4, 0.0, 1.0); u_xlat0 = vec4(u_xlat4) * vs_COLOR1; u_xlat0 = u_xlat0 * vec4(u_xlat16_1) + u_xlat16_2; SV_Target0 = u_xlat0 * vs_COLOR0.wwww; return; } #endif ;$GlobalsX(_Time _FaceUVSpeedX _FaceUVSpeedY _FaceColor _OutlineSoftness0_OutlineUVSpeedX4_OutlineUVSpeedY8 _OutlineColor@ _OutlineWidthP _ScaleRatioAT _FaceDilate _OutlineSoftness$ _OutlineWidth(_UnderlayColorp_UnderlayOffsetX_UnderlayOffsetY_UnderlayDilate_UnderlaySoftness _WeightNormal _WeightBold _ScaleRatioA _ScaleRatioC_VertexOffsetX_VertexOffsetY _ClipRect_MaskSoftnessX_MaskSoftnessY _TextureWidth_TextureHeight_GradientScale_ScaleX_ScaleY_PerspectiveFilter _Sharpness _FaceTex_ST_OutlineTex_STunity_WorldToObject`glstate_matrix_projectionunity_MatrixVP _EnvMatrix0_MainTex_FaceTex _OutlineTex$Globals