_u _MAIN_LIGHT_SHADOWS_MIXED_LIGHTING_SUBTRACTIVE _SHADOWS_SOFTZ#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 _MainLightShadowOffset0; vec4 _MainLightShadowOffset1; vec4 _MainLightShadowParams; vec4 _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 _MainLightShadowOffset0; vec4 _MainLightShadowOffset1; vec4 _MainLightShadowParams; vec4 _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; vec4 u_xlat0; vec4 u_xlat1; bool u_xlatb1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; vec4 u_xlat13; vec4 u_xlat14; float u_xlat16; bool u_xlatb16; vec3 u_xlat17; vec2 u_xlat18; vec2 u_xlat31; vec2 u_xlat33; vec2 u_xlat34; vec2 u_xlat39; float u_xlat45; bool u_xlatb45; float u_xlat46; float u_xlat48; void main() { u_xlat0.xyz = vs_TEXCOORD5.xyz; u_xlat0.w = 1.0; u_xlat1.x = dot(unity_SHAr, u_xlat0); u_xlat1.y = dot(unity_SHAg, u_xlat0); u_xlat1.z = dot(unity_SHAb, u_xlat0); u_xlat0 = vs_TEXCOORD5.yzzx * vs_TEXCOORD5.xyzz; u_xlat2.x = dot(unity_SHBr, u_xlat0); u_xlat2.y = dot(unity_SHBg, u_xlat0); u_xlat2.z = dot(unity_SHBb, u_xlat0); u_xlat0.x = vs_TEXCOORD5.y * vs_TEXCOORD5.y; u_xlat0.x = vs_TEXCOORD5.x * vs_TEXCOORD5.x + (-u_xlat0.x); u_xlat0.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz; u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz; u_xlatb45 = 0.0<_MainLightShadowParams.y; if(u_xlatb45){ u_xlatb45 = _MainLightShadowParams.y==1.0; if(u_xlatb45){ u_xlat1 = vs_TEXCOORD4.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat1.xy,vs_TEXCOORD4.z); u_xlat2.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat1.zw,vs_TEXCOORD4.z); u_xlat2.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat1 = vs_TEXCOORD4.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat1.xy,vs_TEXCOORD4.z); u_xlat2.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat1.zw,vs_TEXCOORD4.z); u_xlat2.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat45 = dot(u_xlat2, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb1 = _MainLightShadowParams.y==2.0; if(u_xlatb1){ u_xlat1.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat1.xy = floor(u_xlat1.xy); u_xlat31.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + (-u_xlat1.xy); u_xlat2 = u_xlat31.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat3 = u_xlat2.xxzz * u_xlat2.xxzz; u_xlat2.xz = u_xlat3.yw * vec2(0.0799999982, 0.0799999982); u_xlat3.xy = u_xlat3.xz * vec2(0.5, 0.5) + (-u_xlat31.xy); u_xlat33.xy = (-u_xlat31.xy) + vec2(1.0, 1.0); u_xlat4.xy = min(u_xlat31.xy, vec2(0.0, 0.0)); u_xlat4.xy = (-u_xlat4.xy) * u_xlat4.xy + u_xlat33.xy; u_xlat31.xy = max(u_xlat31.xy, vec2(0.0, 0.0)); u_xlat31.xy = (-u_xlat31.xy) * u_xlat31.xy + u_xlat2.yw; u_xlat4.xy = u_xlat4.xy + vec2(1.0, 1.0); u_xlat31.xy = u_xlat31.xy + vec2(1.0, 1.0); u_xlat5.xy = u_xlat3.xy * vec2(0.159999996, 0.159999996); u_xlat3.xy = u_xlat33.xy * vec2(0.159999996, 0.159999996); u_xlat4.xy = u_xlat4.xy * vec2(0.159999996, 0.159999996); u_xlat6.xy = u_xlat31.xy * vec2(0.159999996, 0.159999996); u_xlat31.xy = u_xlat2.yw * vec2(0.159999996, 0.159999996); u_xlat5.z = u_xlat4.x; u_xlat5.w = u_xlat31.x; u_xlat3.z = u_xlat6.x; u_xlat3.w = u_xlat2.x; u_xlat7 = u_xlat3.zwxz + u_xlat5.zwxz; u_xlat4.z = u_xlat5.y; u_xlat4.w = u_xlat31.y; u_xlat6.z = u_xlat3.y; u_xlat6.w = u_xlat2.z; u_xlat2.xyz = u_xlat4.zyw + u_xlat6.zyw; u_xlat3.xyz = u_xlat3.xzw / u_xlat7.zwy; u_xlat3.xyz = u_xlat3.xyz + vec3(-2.5, -0.5, 1.5); u_xlat4.xyz = u_xlat6.zyw / u_xlat2.xyz; u_xlat4.xyz = u_xlat4.xyz + vec3(-2.5, -0.5, 1.5); u_xlat3.xyz = u_xlat3.yxz * _MainLightShadowmapSize.xxx; u_xlat4.xyz = u_xlat4.xyz * _MainLightShadowmapSize.yyy; u_xlat3.w = u_xlat4.x; u_xlat5 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat3.ywxw; u_xlat31.xy = u_xlat1.xy * _MainLightShadowmapSize.xy + u_xlat3.zw; u_xlat4.w = u_xlat3.y; u_xlat3.yw = u_xlat4.yz; u_xlat6 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat3.xyzy; u_xlat4 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat4.wywz; u_xlat3 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat3.xwzw; u_xlat8 = u_xlat2.xxxy * u_xlat7.zwyz; u_xlat9 = u_xlat2.yyzz * u_xlat7; u_xlat1.x = u_xlat2.z * u_xlat7.y; vec3 txVec4 = vec3(u_xlat5.xy,vs_TEXCOORD4.z); u_xlat16 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat5.zw,vs_TEXCOORD4.z); u_xlat2.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat2.x = u_xlat2.x * u_xlat8.y; u_xlat16 = u_xlat8.x * u_xlat16 + u_xlat2.x; vec3 txVec6 = vec3(u_xlat31.xy,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat16 = u_xlat8.z * u_xlat31.x + u_xlat16; vec3 txVec7 = vec3(u_xlat4.xy,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat16 = u_xlat8.w * u_xlat31.x + u_xlat16; vec3 txVec8 = vec3(u_xlat6.xy,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat16 = u_xlat9.x * u_xlat31.x + u_xlat16; vec3 txVec9 = vec3(u_xlat6.zw,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat16 = u_xlat9.y * u_xlat31.x + u_xlat16; vec3 txVec10 = vec3(u_xlat4.zw,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat16 = u_xlat9.z * u_xlat31.x + u_xlat16; vec3 txVec11 = vec3(u_xlat3.xy,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat16 = u_xlat9.w * u_xlat31.x + u_xlat16; vec3 txVec12 = vec3(u_xlat3.zw,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat45 = u_xlat1.x * u_xlat31.x + u_xlat16; } else { u_xlat1.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat1.xy = floor(u_xlat1.xy); u_xlat31.xy = vs_TEXCOORD4.xy * _MainLightShadowmapSize.zw + (-u_xlat1.xy); u_xlat2 = u_xlat31.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat3 = u_xlat2.xxzz * u_xlat2.xxzz; u_xlat4.yw = u_xlat3.yw * vec2(0.0408160016, 0.0408160016); u_xlat2.xz = u_xlat3.xz * vec2(0.5, 0.5) + (-u_xlat31.xy); u_xlat3.xy = (-u_xlat31.xy) + vec2(1.0, 1.0); u_xlat33.xy = min(u_xlat31.xy, vec2(0.0, 0.0)); u_xlat3.xy = (-u_xlat33.xy) * u_xlat33.xy + u_xlat3.xy; u_xlat33.xy = max(u_xlat31.xy, vec2(0.0, 0.0)); u_xlat17.xz = (-u_xlat33.xy) * u_xlat33.xy + u_xlat2.yw; u_xlat3.xy = u_xlat3.xy + vec2(2.0, 2.0); u_xlat2.yw = u_xlat17.xz + vec2(2.0, 2.0); u_xlat5.z = u_xlat2.y * 0.0816320032; u_xlat6.xyz = u_xlat2.zxw * vec3(0.0816320032, 0.0816320032, 0.0816320032); u_xlat2.xy = u_xlat3.xy * vec2(0.0816320032, 0.0816320032); u_xlat5.x = u_xlat6.y; u_xlat5.yw = u_xlat31.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat3.xz = u_xlat31.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat3.y = u_xlat2.x; u_xlat3.w = u_xlat4.y; u_xlat5 = u_xlat3 + u_xlat5; u_xlat6.yw = u_xlat31.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat4.xz = u_xlat31.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat4.y = u_xlat2.y; u_xlat2 = u_xlat4 + u_xlat6; u_xlat3 = u_xlat3 / u_xlat5; u_xlat3 = u_xlat3 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat4 = u_xlat4 / u_xlat2; u_xlat4 = u_xlat4 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat3 = u_xlat3.wxyz * _MainLightShadowmapSize.xxxx; u_xlat4 = u_xlat4.xwyz * _MainLightShadowmapSize.yyyy; u_xlat6.xzw = u_xlat3.yzw; u_xlat6.y = u_xlat4.x; u_xlat7 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat6.xyzy; u_xlat31.xy = u_xlat1.xy * _MainLightShadowmapSize.xy + u_xlat6.wy; u_xlat3.y = u_xlat6.y; u_xlat6.y = u_xlat4.z; u_xlat8 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat6.xyzy; u_xlat9.xy = u_xlat1.xy * _MainLightShadowmapSize.xy + u_xlat6.wy; u_xlat3.z = u_xlat6.y; u_xlat10 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat3.xyxz; u_xlat6.y = u_xlat4.w; u_xlat11 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat6.xyzy; u_xlat18.xy = u_xlat1.xy * _MainLightShadowmapSize.xy + u_xlat6.wy; u_xlat3.w = u_xlat6.y; u_xlat39.xy = u_xlat1.xy * _MainLightShadowmapSize.xy + u_xlat3.xw; u_xlat4.xzw = u_xlat6.xzw; u_xlat6 = u_xlat1.xyxy * _MainLightShadowmapSize.xyxy + u_xlat4.xyzy; u_xlat34.xy = u_xlat1.xy * _MainLightShadowmapSize.xy + u_xlat4.wy; u_xlat4.x = u_xlat3.x; u_xlat1.xy = u_xlat1.xy * _MainLightShadowmapSize.xy + u_xlat4.xy; u_xlat12 = u_xlat2.xxxx * u_xlat5; u_xlat13 = u_xlat2.yyyy * u_xlat5; u_xlat14 = u_xlat2.zzzz * u_xlat5; u_xlat2 = u_xlat2.wwww * u_xlat5; vec3 txVec13 = vec3(u_xlat7.xy,vs_TEXCOORD4.z); u_xlat3.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat7.zw,vs_TEXCOORD4.z); u_xlat48 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat48 = u_xlat48 * u_xlat12.y; u_xlat3.x = u_xlat12.x * u_xlat3.x + u_xlat48; vec3 txVec15 = vec3(u_xlat31.xy,vs_TEXCOORD4.z); u_xlat31.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat31.x = u_xlat12.z * u_xlat31.x + u_xlat3.x; vec3 txVec16 = vec3(u_xlat10.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat31.x = u_xlat12.w * u_xlat46 + u_xlat31.x; vec3 txVec17 = vec3(u_xlat8.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat31.x = u_xlat13.x * u_xlat46 + u_xlat31.x; vec3 txVec18 = vec3(u_xlat8.zw,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat31.x = u_xlat13.y * u_xlat46 + u_xlat31.x; vec3 txVec19 = vec3(u_xlat9.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat31.x = u_xlat13.z * u_xlat46 + u_xlat31.x; vec3 txVec20 = vec3(u_xlat10.zw,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat31.x = u_xlat13.w * u_xlat46 + u_xlat31.x; vec3 txVec21 = vec3(u_xlat11.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat31.x = u_xlat14.x * u_xlat46 + u_xlat31.x; vec3 txVec22 = vec3(u_xlat11.zw,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat31.x = u_xlat14.y * u_xlat46 + u_xlat31.x; vec3 txVec23 = vec3(u_xlat18.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat31.x = u_xlat14.z * u_xlat46 + u_xlat31.x; vec3 txVec24 = vec3(u_xlat39.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat31.x = u_xlat14.w * u_xlat46 + u_xlat31.x; vec3 txVec25 = vec3(u_xlat6.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat31.x = u_xlat2.x * u_xlat46 + u_xlat31.x; vec3 txVec26 = vec3(u_xlat6.zw,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat31.x = u_xlat2.y * u_xlat46 + u_xlat31.x; vec3 txVec27 = vec3(u_xlat34.xy,vs_TEXCOORD4.z); u_xlat46 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat31.x = u_xlat2.z * u_xlat46 + u_xlat31.x; vec3 txVec28 = vec3(u_xlat1.xy,vs_TEXCOORD4.z); u_xlat1.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat45 = u_xlat2.w * u_xlat1.x + u_xlat31.x; } } } else { vec3 txVec29 = vec3(vs_TEXCOORD4.xy,vs_TEXCOORD4.z); u_xlat45 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); } u_xlat1.x = (-_MainLightShadowParams.x) + 1.0; u_xlat45 = u_xlat45 * _MainLightShadowParams.x + u_xlat1.x; u_xlatb1 = 0.0>=vs_TEXCOORD4.z; u_xlatb16 = vs_TEXCOORD4.z>=1.0; u_xlatb1 = u_xlatb16 || u_xlatb1; u_xlat45 = (u_xlatb1) ? 1.0 : u_xlat45; u_xlat0.xyz = vs_TEXCOORD3.xyz * vec3(u_xlat45) + 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_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; SV_Target3.w = 1.0; return; } #endif $Globals_GlobalMipBias_MainLightColor _MainTex_ST`unity_MatrixVP LightShadows_MainLightShadowOffset0_MainLightShadowOffset1_MainLightShadowParams_MainLightShadowmapSize_MainLightWorldToShadow UnityPerDraw unity_LightData unity_SHAr unity_SHAg unity_SHAb unity_SHBr unity_SHBg unity_SHBb unity_SHCunity_ObjectToWorldunity_WorldToObject@_MainLightShadowmapTexture_MainTex$Globals LightShadows UnityPerDraw