P*u _MAIN_LIGHT_SHADOWS_MIXED_LIGHTING_SUBTRACTIVE4&#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 _MainLightPosition; uniform vec4 _MainLightColor; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; UNITY_BINDING(0) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 hlslcc_mtx4x4unity_WorldToObject[4]; vec4 Xhlslcc_UnusedXunity_LODFade; vec4 Xhlslcc_UnusedXunity_WorldTransformParams; vec4 Xhlslcc_UnusedXunity_RenderingLayer; vec4 unity_LightData; vec4 Xhlslcc_UnusedXunity_LightIndices[2]; vec4 Xhlslcc_UnusedXunity_ProbesOcclusion; vec4 Xhlslcc_UnusedXunity_SpecCube0_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube1_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube0_ProbePosition; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube1_ProbePosition; vec4 Xhlslcc_UnusedXunity_LightmapST; vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; vec4 unity_SHAr; vec4 unity_SHAg; vec4 unity_SHAb; vec4 unity_SHBr; vec4 unity_SHBg; vec4 unity_SHBb; vec4 unity_SHC; vec4 Xhlslcc_UnusedXunity_RendererBounds_Min; vec4 Xhlslcc_UnusedXunity_RendererBounds_Max; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousM[4]; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousMI[4]; vec4 Xhlslcc_UnusedXunity_MotionVectorsParams; vec4 Xhlslcc_UnusedXunity_SpriteColor; vec4 Xhlslcc_UnusedXunity_SpriteProps; }; UNITY_BINDING(1) uniform LightShadows { vec4 hlslcc_mtx4x4_MainLightWorldToShadow[20]; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres0; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres1; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres2; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres3; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSphereRadii; vec4 Xhlslcc_UnusedX_MainLightShadowOffset0; vec4 Xhlslcc_UnusedX_MainLightShadowOffset1; vec4 _MainLightShadowParams; vec4 Xhlslcc_UnusedX_MainLightShadowmapSize; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset0; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset1; vec4 Xhlslcc_UnusedX_AdditionalShadowFadeParams; vec4 Xhlslcc_UnusedX_AdditionalShadowmapSize; }; in vec4 in_POSITION0; in vec2 in_TEXCOORD0; in vec3 in_NORMAL0; in vec4 in_COLOR0; out vec2 vs_TEXCOORD0; out vec3 vs_TEXCOORD1; out vec4 vs_TEXCOORD2; out vec4 vs_TEXCOORD3; out vec4 vs_TEXCOORD4; out vec3 vs_TEXCOORD5; out vec3 vs_TEXCOORD6; vec4 u_xlat0; vec4 u_xlat1; float u_xlat6; void main() { vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD1.xyz = vec3(0.0, 0.0, 0.0); vs_TEXCOORD2 = in_COLOR0; 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 = max(u_xlat6, 1.17549435e-38); u_xlat6 = inversesqrt(u_xlat6); u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz; u_xlat6 = dot(u_xlat0.xyz, _MainLightPosition.xyz); u_xlat6 = clamp(u_xlat6, 0.0, 1.0); vs_TEXCOORD5.xyz = u_xlat0.xyz; u_xlat0.xyz = _MainLightColor.xyz * unity_LightData.zzz; vs_TEXCOORD3.xyz = vec3(u_xlat6) * u_xlat0.xyz; vs_TEXCOORD3.w = 0.0; vs_TEXCOORD4.w = 0.0; u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz; u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; u_xlat1.xyz = u_xlat0.yyy * hlslcc_mtx4x4_MainLightWorldToShadow[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[0].xyz * u_xlat0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[2].xyz * u_xlat0.zzz + u_xlat1.xyz; vs_TEXCOORD4.xyz = u_xlat1.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[3].xyz; vs_TEXCOORD6.xyz = u_xlat0.xyz; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; gl_Position = u_xlat0 + hlslcc_mtx4x4unity_MatrixVP[3]; 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 vec2 _GlobalMipBias; UNITY_BINDING(0) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 hlslcc_mtx4x4unity_WorldToObject[4]; vec4 Xhlslcc_UnusedXunity_LODFade; vec4 Xhlslcc_UnusedXunity_WorldTransformParams; vec4 Xhlslcc_UnusedXunity_RenderingLayer; vec4 unity_LightData; vec4 Xhlslcc_UnusedXunity_LightIndices[2]; vec4 Xhlslcc_UnusedXunity_ProbesOcclusion; vec4 Xhlslcc_UnusedXunity_SpecCube0_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube1_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube0_ProbePosition; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube1_ProbePosition; vec4 Xhlslcc_UnusedXunity_LightmapST; vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; vec4 unity_SHAr; vec4 unity_SHAg; vec4 unity_SHAb; vec4 unity_SHBr; vec4 unity_SHBg; vec4 unity_SHBb; vec4 unity_SHC; vec4 Xhlslcc_UnusedXunity_RendererBounds_Min; vec4 Xhlslcc_UnusedXunity_RendererBounds_Max; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousM[4]; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousMI[4]; vec4 Xhlslcc_UnusedXunity_MotionVectorsParams; vec4 Xhlslcc_UnusedXunity_SpriteColor; vec4 Xhlslcc_UnusedXunity_SpriteProps; }; UNITY_BINDING(1) uniform LightShadows { vec4 hlslcc_mtx4x4_MainLightWorldToShadow[20]; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres0; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres1; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres2; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres3; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSphereRadii; vec4 Xhlslcc_UnusedX_MainLightShadowOffset0; vec4 Xhlslcc_UnusedX_MainLightShadowOffset1; vec4 _MainLightShadowParams; vec4 Xhlslcc_UnusedX_MainLightShadowmapSize; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset0; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset1; vec4 Xhlslcc_UnusedX_AdditionalShadowFadeParams; vec4 Xhlslcc_UnusedX_AdditionalShadowmapSize; }; UNITY_LOCATION(0) uniform sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(1) uniform sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; UNITY_LOCATION(2) uniform sampler2D _MainTex; in vec2 vs_TEXCOORD0; in vec4 vs_TEXCOORD2; in vec4 vs_TEXCOORD3; in vec4 vs_TEXCOORD4; in vec3 vs_TEXCOORD5; layout(location = 0) out vec4 SV_Target0; layout(location = 1) out vec4 SV_Target1; layout(location = 2) out vec4 SV_Target2; layout(location = 3) out vec4 SV_Target3; vec3 u_xlat0; vec4 u_xlat1; bool u_xlatb1; vec3 u_xlat2; bool u_xlatb4; float u_xlat9; void main() { SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0); SV_Target1 = vec4(0.0, 0.0, 0.0, 1.0); SV_Target2.xyz = vs_TEXCOORD5.xyz; SV_Target2.w = 0.0; u_xlat0.x = vs_TEXCOORD5.y * vs_TEXCOORD5.y; u_xlat0.x = vs_TEXCOORD5.x * vs_TEXCOORD5.x + (-u_xlat0.x); u_xlat1 = vs_TEXCOORD5.yzzx * vs_TEXCOORD5.xyzz; u_xlat2.x = dot(unity_SHBr, u_xlat1); u_xlat2.y = dot(unity_SHBg, u_xlat1); u_xlat2.z = dot(unity_SHBb, u_xlat1); u_xlat0.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz; u_xlat1.xyz = vs_TEXCOORD5.xyz; u_xlat1.w = 1.0; u_xlat2.x = dot(unity_SHAr, u_xlat1); u_xlat2.y = dot(unity_SHAg, u_xlat1); u_xlat2.z = dot(unity_SHAb, u_xlat1); u_xlat0.xyz = u_xlat0.xyz + u_xlat2.xyz; vec3 txVec0 = vec3(vs_TEXCOORD4.xy,vs_TEXCOORD4.z); u_xlat9 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); u_xlat1.x = (-_MainLightShadowParams.x) + 1.0; u_xlat9 = u_xlat9 * _MainLightShadowParams.x + u_xlat1.x; u_xlatb1 = 0.0>=vs_TEXCOORD4.z; u_xlatb4 = vs_TEXCOORD4.z>=1.0; u_xlatb1 = u_xlatb4 || u_xlatb1; u_xlat9 = (u_xlatb1) ? 1.0 : u_xlat9; u_xlat0.xyz = vs_TEXCOORD3.xyz * vec3(u_xlat9) + u_xlat0.xyz; u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlat1.xyz = u_xlat1.xyz * vs_TEXCOORD2.xyz; SV_Target3.xyz = u_xlat0.xyz * u_xlat1.xyz; SV_Target3.w = 1.0; return; } #endif $Globals_GlobalMipBias_MainLightColor _MainTex_ST`unity_MatrixVP LightShadows_MainLightShadowParams_MainLightWorldToShadow UnityPerDraw unity_LightData unity_SHAr unity_SHAg unity_SHAb unity_SHBr unity_SHBg unity_SHBb unity_SHCunity_ObjectToWorldunity_WorldToObject@_MainLightShadowmapTexture_MainTex$Globals LightShadows UnityPerDraw