-ºu  POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFT/)#ifdef VERTEX #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #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 vec4 in_POSITION0; in vec3 in_NORMAL0; out vec4 vs_TEXCOORD0; out 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 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #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 _LightProjectionParams; uniform vec4 _LightShadowData; uniform vec4 unity_ShadowFadeCenterAndType; uniform vec4 _LightPos; uniform vec4 _LightColor; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[4]; UNITY_LOCATION(0) uniform sampler2D _CameraDepthTexture; UNITY_LOCATION(1) uniform sampler2D _LightTextureB0; UNITY_LOCATION(2) uniform samplerCube _LightTexture0; UNITY_LOCATION(3) uniform sampler2D _CameraGBufferTexture0; UNITY_LOCATION(4) uniform sampler2D _CameraGBufferTexture1; UNITY_LOCATION(5) uniform sampler2D _CameraGBufferTexture2; UNITY_LOCATION(6) uniform samplerCube _ShadowMapTexture; UNITY_LOCATION(7) uniform samplerCubeShadow hlslcc_zcmp_ShadowMapTexture; in vec4 vs_TEXCOORD0; in vec3 vs_TEXCOORD1; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; vec3 u_xlat1; vec4 u_xlat2; vec3 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec3 u_xlat8; float u_xlat9; vec3 u_xlat12; float u_xlat16; float u_xlat17; bool u_xlatb17; float u_xlat18; float u_xlat24; bool u_xlatb24; float u_xlat25; 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_xlat2 = texture(_CameraDepthTexture, u_xlat1.xy); u_xlat24 = _ZBufferParams.x * u_xlat2.x + _ZBufferParams.y; u_xlat24 = float(1.0) / u_xlat24; u_xlat2.xyz = vec3(u_xlat24) * 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_xlat24 + u_xlat0.x; u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat0.x + u_xlat2.z; u_xlat8.xyz = u_xlat2.xyw + (-_LightPos.xyz); u_xlat17 = dot(u_xlat8.xyz, u_xlat8.xyz); u_xlat25 = inversesqrt(u_xlat17); u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat25); u_xlat17 = u_xlat17 * _LightPos.w; u_xlat4 = texture(_LightTextureB0, vec2(u_xlat17)); u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w; u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlatb17 = u_xlat0.x<0.99000001; if(u_xlatb17){ u_xlat17 = max(abs(u_xlat8.y), abs(u_xlat8.x)); u_xlat17 = max(abs(u_xlat8.z), u_xlat17); u_xlat17 = u_xlat17 + (-_LightProjectionParams.z); u_xlat17 = max(u_xlat17, 9.99999975e-06); u_xlat17 = u_xlat17 * _LightProjectionParams.w; u_xlat17 = _LightProjectionParams.y / u_xlat17; u_xlat17 = u_xlat17 + (-_LightProjectionParams.x); u_xlat12.xyz = u_xlat8.xyz + vec3(0.0078125, 0.0078125, 0.0078125); vec4 txVec0 = vec4(u_xlat12.xyz,u_xlat17); u_xlat5.x = texture(hlslcc_zcmp_ShadowMapTexture, txVec0); u_xlat12.xyz = u_xlat8.xyz + vec3(-0.0078125, -0.0078125, 0.0078125); vec4 txVec1 = vec4(u_xlat12.xyz,u_xlat17); u_xlat5.y = texture(hlslcc_zcmp_ShadowMapTexture, txVec1); u_xlat12.xyz = u_xlat8.xyz + vec3(-0.0078125, 0.0078125, -0.0078125); vec4 txVec2 = vec4(u_xlat12.xyz,u_xlat17); u_xlat5.z = texture(hlslcc_zcmp_ShadowMapTexture, txVec2); u_xlat12.xyz = u_xlat8.xyz + vec3(0.0078125, -0.0078125, -0.0078125); vec4 txVec3 = vec4(u_xlat12.xyz,u_xlat17); u_xlat5.w = texture(hlslcc_zcmp_ShadowMapTexture, txVec3); u_xlat17 = dot(u_xlat5, vec4(0.25, 0.25, 0.25, 0.25)); u_xlat18 = (-_LightShadowData.x) + 1.0; u_xlat17 = u_xlat17 * u_xlat18 + _LightShadowData.x; } else { u_xlat17 = 1.0; } u_xlat18 = (-u_xlat17) + 1.0; u_xlat0.x = u_xlat0.x * u_xlat18 + u_xlat17; u_xlat0.x = u_xlat0.x * u_xlat4.x; u_xlat4.xyz = u_xlat2.yyy * hlslcc_mtx4x4unity_WorldToLight[1].xyz; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToLight[0].xyz * u_xlat2.xxx + u_xlat4.xyz; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToLight[2].xyz * u_xlat2.www + u_xlat4.xyz; u_xlat4.xyz = u_xlat4.xyz + hlslcc_mtx4x4unity_WorldToLight[3].xyz; u_xlat4 = texture(_LightTexture0, u_xlat4.xyz, -8.0); u_xlat0.x = u_xlat0.x * u_xlat4.w; u_xlat4.xyz = u_xlat0.xxx * _LightColor.xyz; u_xlat5 = texture(_CameraGBufferTexture0, u_xlat1.xy); u_xlat6 = texture(_CameraGBufferTexture1, u_xlat1.xy); u_xlat7 = texture(_CameraGBufferTexture2, u_xlat1.xy); u_xlat1.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz; u_xlat2.xyz = u_xlat2.xyw + (-_WorldSpaceCameraPos.xyz); u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz; u_xlat7 = (-u_xlat6.wxyz) + vec4(1.0, 1.0, 1.0, 1.0); u_xlat0.xyz = (-u_xlat8.xyz) * vec3(u_xlat25) + (-u_xlat2.xyz); u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat24 = max(u_xlat24, 0.00100000005); u_xlat24 = inversesqrt(u_xlat24); u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz; u_xlat24 = dot(u_xlat1.xyz, (-u_xlat2.xyz)); u_xlat25 = dot(u_xlat1.xyz, (-u_xlat3.xyz)); u_xlat25 = clamp(u_xlat25, 0.0, 1.0); u_xlat1.x = dot(u_xlat1.xyz, u_xlat0.xyz); u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0); u_xlat0.x = dot((-u_xlat3.xyz), u_xlat0.xyz); u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat8.x = u_xlat0.x * u_xlat0.x; u_xlat8.x = dot(u_xlat8.xx, u_xlat7.xx); u_xlat8.x = u_xlat8.x + -0.5; u_xlat16 = (-u_xlat25) + 1.0; u_xlat9 = u_xlat16 * u_xlat16; u_xlat9 = u_xlat9 * u_xlat9; u_xlat16 = u_xlat16 * u_xlat9; u_xlat16 = u_xlat8.x * u_xlat16 + 1.0; u_xlat9 = -abs(u_xlat24) + 1.0; u_xlat17 = u_xlat9 * u_xlat9; u_xlat17 = u_xlat17 * u_xlat17; u_xlat9 = u_xlat9 * u_xlat17; u_xlat8.x = u_xlat8.x * u_xlat9 + 1.0; u_xlat8.x = u_xlat8.x * u_xlat16; u_xlat16 = u_xlat7.x * u_xlat7.x; u_xlat16 = max(u_xlat16, 0.00200000009); u_xlat9 = (-u_xlat16) + 1.0; u_xlat17 = abs(u_xlat24) * u_xlat9 + u_xlat16; u_xlat9 = u_xlat25 * u_xlat9 + u_xlat16; u_xlat24 = abs(u_xlat24) * u_xlat9; u_xlat24 = u_xlat25 * u_xlat17 + u_xlat24; u_xlat24 = u_xlat24 + 9.99999975e-06; u_xlat24 = 0.5 / u_xlat24; u_xlat16 = u_xlat16 * u_xlat16; u_xlat9 = u_xlat1.x * u_xlat16 + (-u_xlat1.x); u_xlat1.x = u_xlat9 * u_xlat1.x + 1.0; u_xlat16 = u_xlat16 * 0.318309873; u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07; u_xlat16 = u_xlat16 / u_xlat1.x; u_xlat16 = u_xlat16 * u_xlat24; u_xlat8.y = u_xlat16 * 3.14159274; u_xlat8.xy = vec2(u_xlat25) * u_xlat8.xy; u_xlat16 = max(u_xlat8.y, 0.0); u_xlat24 = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlatb24 = u_xlat24!=0.0; u_xlat24 = u_xlatb24 ? 1.0 : float(0.0); u_xlat16 = u_xlat24 * u_xlat16; u_xlat1.xyz = u_xlat8.xxx * u_xlat4.xyz; u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat16); u_xlat0.x = (-u_xlat0.x) + 1.0; u_xlat25 = u_xlat0.x * u_xlat0.x; u_xlat25 = u_xlat25 * u_xlat25; u_xlat0.x = u_xlat0.x * u_xlat25; u_xlat2.xyz = u_xlat7.yzw * u_xlat0.xxx + u_xlat6.xyz; u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz; u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz; u_xlat0.w = 1.0; SV_Target0 = exp2((-u_xlat0)); return; } #endif $Globals _WorldSpaceCameraPos_ProjectionParams_ZBufferParams _LightProjectionParamsp_LightShadowData€unity_ShadowFadeCenterAndType� _LightPos  _LightColor° _LightAsQuadÐunity_CameraToWorld0 unity_MatrixVPunity_WorldToLightÀ_CameraDepthTexture_LightTextureB0_LightTexture0_CameraGBufferTexture0_CameraGBufferTexture1_CameraGBufferTexture2_ShadowMapTexture$Globals