˜ºu SOFTPARTICLES_ONÿ #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 _ProjectionParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in mediump vec4 in_COLOR0; in highp vec2 in_TEXCOORD0; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; vec4 u_xlat0; vec4 u_xlat1; float 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; vs_COLOR0 = in_COLOR0; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; u_xlat2 = u_xlat0.y * hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat0.x = hlslcc_mtx4x4unity_MatrixV[0].z * u_xlat0.x + u_xlat2; u_xlat0.x = hlslcc_mtx4x4unity_MatrixV[2].z * u_xlat0.z + u_xlat0.x; u_xlat0.x = hlslcc_mtx4x4unity_MatrixV[3].z * u_xlat0.w + u_xlat0.x; vs_TEXCOORD1.z = (-u_xlat0.x); u_xlat0.x = u_xlat1.y * _ProjectionParams.x; u_xlat0.w = u_xlat0.x * 0.5; u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5); vs_TEXCOORD1.w = u_xlat1.w; vs_TEXCOORD1.xy = u_xlat0.zz + u_xlat0.xw; 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 _ZBufferParams; uniform float _InvFade; UNITY_LOCATION(0) uniform highp sampler2D _CameraDepthTexture; UNITY_LOCATION(1) uniform mediump sampler2D _MainTex; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; vec4 u_xlat1; mediump vec4 u_xlat16_2; void main() { u_xlat0.xy = vs_TEXCOORD1.xy / vs_TEXCOORD1.ww; u_xlat0.x = texture(_CameraDepthTexture, u_xlat0.xy).x; u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w; u_xlat0.x = float(1.0) / u_xlat0.x; u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD1.z); u_xlat0.x = u_xlat0.x * _InvFade; u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat0.x = u_xlat0.x * vs_COLOR0.w; u_xlat1.w = u_xlat0.x * u_xlat0.x; u_xlat16_2 = texture(_MainTex, vs_TEXCOORD0.xy); u_xlat0.w = u_xlat16_2.w; u_xlat1.xyz = u_xlat16_2.xyz * vs_COLOR0.xyz; u_xlat0 = u_xlat0.xxxw * u_xlat1; SV_Target0 = u_xlat0; return; } #endif $Globals_ZBufferParams_InvFade _MainTex_STÐ unity_MatrixVPunity_MatrixVP�_CameraDepthTexture_MainTex$Globals