Lºu  DIRECTIONAL° #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_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 highp vec4 vs_TEXCOORD4; vec4 u_xlat0; vec4 u_xlat1; float u_xlat6; 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]; vs_TEXCOORD2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; 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 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat6 = inversesqrt(u_xlat6); vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz; vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0); 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 vec4 _WorldSpaceLightPos0; uniform mediump vec4 _LightColor0; uniform mediump vec4 _Color; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in highp vec2 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; mediump vec3 u_xlat16_0; mediump vec3 u_xlat16_1; mediump float u_xlat16_7; void main() { u_xlat16_0.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat0.xyz = u_xlat16_0.xyz * _Color.xyz; u_xlat16_1.xyz = u_xlat0.xyz * _LightColor0.xyz; u_xlat16_7 = dot(vs_TEXCOORD1.xyz, _WorldSpaceLightPos0.xyz); u_xlat16_7 = max(u_xlat16_7, 0.0); SV_Target0.xyz = vec3(u_xlat16_7) * u_xlat16_1.xyz; SV_Target0.w = 1.0; return; } #endif $Globals0_WorldSpaceLightPos0 _LightColor0_Color _MainTex_STÀunity_WorldToObject@unity_MatrixVP€_MainTex$Globals