,'ºu  POINT_COOKIE SHADOWS_CUBE##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 vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; uniform vec4 _DetailAlbedoMap_ST; uniform mediump float _UVSec; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[4]; in highp vec4 in_POSITION0; in mediump vec3 in_NORMAL0; in highp vec2 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; out highp vec4 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; out highp vec4 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; out highp vec3 vs_TEXCOORD5; highp vec3 vs_TEXCOORD6; highp vec4 vs_TEXCOORD7; vec4 u_xlat0; vec4 u_xlat1; bool u_xlatb1; vec4 u_xlat2; float u_xlat10; 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]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0; u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2; u_xlatb1 = _UVSec==0.0; u_xlat1.xy = (bool(u_xlatb1)) ? in_TEXCOORD0.xy : in_TEXCOORD1.xy; vs_TEXCOORD0.zw = u_xlat1.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; u_xlat1.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz; vs_TEXCOORD1.xyz = u_xlat1.xyz + (-_WorldSpaceCameraPos.xyz); vs_TEXCOORD1.w = 0.0; u_xlat2.xyz = (-u_xlat1.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; vs_TEXCOORD5.xyz = u_xlat1.xyz; u_xlat2.w = 0.0; vs_TEXCOORD2 = u_xlat2.wwwx; vs_TEXCOORD3 = u_xlat2.wwwy; vs_TEXCOORD4.w = u_xlat2.z; u_xlat1.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat1.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat1.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat10 = inversesqrt(u_xlat10); vs_TEXCOORD4.xyz = vec3(u_xlat10) * u_xlat1.xyz; u_xlat1.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToLight[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz; vs_TEXCOORD6.xyz = hlslcc_mtx4x4unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz; vs_TEXCOORD7 = 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 vec3 _WorldSpaceCameraPos; uniform vec4 _LightPositionRange; uniform vec4 _LightProjectionParams; uniform vec4 _LightShadowData; uniform vec4 unity_ShadowFadeCenterAndType; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform mediump vec4 _LightColor0; uniform mediump vec4 _Color; uniform mediump float _Metallic; uniform float _Glossiness; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[4]; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform highp sampler2D _LightTextureB0; UNITY_LOCATION(2) uniform highp samplerCube _LightTexture0; UNITY_LOCATION(3) uniform highp sampler2D unity_NHxRoughness; UNITY_LOCATION(4) uniform highp samplerCube _ShadowMapTexture; UNITY_LOCATION(5) uniform highp samplerCubeShadow hlslcc_zcmp_ShadowMapTexture; in highp vec4 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD2; in highp vec4 vs_TEXCOORD3; in highp vec4 vs_TEXCOORD4; in highp vec3 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; vec3 u_xlat1; mediump vec3 u_xlat16_2; vec3 u_xlat3; mediump vec3 u_xlat16_4; vec3 u_xlat5; mediump vec3 u_xlat16_5; float u_xlat10; float u_xlat15; mediump float u_xlat16_17; void main() { u_xlat0.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz); u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat0.x = sqrt(u_xlat0.x); u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz; u_xlat1.x = hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat1.y = hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat1.z = hlslcc_mtx4x4unity_MatrixV[2].z; u_xlat5.x = dot(u_xlat5.xyz, u_xlat1.xyz); u_xlat0.x = (-u_xlat5.x) + u_xlat0.x; u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat0.x + u_xlat5.x; u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w; u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat5.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz); u_xlat1.x = max(abs(u_xlat5.y), abs(u_xlat5.x)); u_xlat1.x = max(abs(u_xlat5.z), u_xlat1.x); u_xlat1.x = u_xlat1.x + (-_LightProjectionParams.z); u_xlat1.x = max(u_xlat1.x, 9.99999975e-06); u_xlat1.x = u_xlat1.x * _LightProjectionParams.w; u_xlat1.x = _LightProjectionParams.y / u_xlat1.x; u_xlat1.x = u_xlat1.x + (-_LightProjectionParams.x); vec4 txVec0 = vec4(u_xlat5.xyz,u_xlat1.x); u_xlat5.x = texture(hlslcc_zcmp_ShadowMapTexture, txVec0); u_xlat10 = (-_LightShadowData.x) + 1.0; u_xlat5.x = u_xlat5.x * u_xlat10 + _LightShadowData.x; u_xlat16_2.x = (-u_xlat5.x) + 1.0; u_xlat16_2.x = u_xlat0.x * u_xlat16_2.x + u_xlat5.x; u_xlat0.xyz = vs_TEXCOORD5.yyy * hlslcc_mtx4x4unity_WorldToLight[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz; u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_WorldToLight[3].xyz; u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w; u_xlat5.x = texture(_LightTextureB0, vec2(u_xlat15)).x; u_xlat0.x = u_xlat0.x * u_xlat5.x; u_xlat0.x = u_xlat16_2.x * u_xlat0.x; u_xlat16_2.xyz = u_xlat0.xxx * _LightColor0.xyz; u_xlat0.x = vs_TEXCOORD2.w; u_xlat0.y = vs_TEXCOORD3.w; u_xlat0.z = vs_TEXCOORD4.w; u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat15 = inversesqrt(u_xlat15); u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz; u_xlat15 = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz); u_xlat15 = inversesqrt(u_xlat15); u_xlat1.xyz = vec3(u_xlat15) * vs_TEXCOORD4.xyz; u_xlat15 = dot(u_xlat1.xyz, u_xlat0.xyz); u_xlat15 = clamp(u_xlat15, 0.0, 1.0); u_xlat16_2.xyz = vec3(u_xlat15) * u_xlat16_2.xyz; u_xlat15 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz); u_xlat15 = inversesqrt(u_xlat15); u_xlat3.xyz = vec3(u_xlat15) * vs_TEXCOORD1.xyz; u_xlat15 = dot((-u_xlat3.xyz), u_xlat1.xyz); u_xlat15 = u_xlat15 + u_xlat15; u_xlat1.xyz = u_xlat1.xyz * (-vec3(u_xlat15)) + (-u_xlat3.xyz); u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz); u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat0.y = (-_Glossiness) + 1.0; u_xlat0.x = texture(unity_NHxRoughness, u_xlat0.xy).x; u_xlat0.x = u_xlat0.x * 16.0; u_xlat16_5.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat16_4.xyz = _Color.xyz * u_xlat16_5.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991); u_xlat5.xyz = u_xlat16_5.xyz * _Color.xyz; u_xlat16_4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991); u_xlat16_4.xyz = u_xlat0.xxx * u_xlat16_4.xyz; u_xlat16_17 = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_4.xyz = u_xlat5.xyz * vec3(u_xlat16_17) + u_xlat16_4.xyz; SV_Target0.xyz = u_xlat16_2.xyz * u_xlat16_4.xyz; SV_Target0.w = 1.0; return; } #endif 3$Globals_WorldSpaceCameraPos_LightPositionRange_LightProjectionParams _LightShadowData0unity_ShadowFadeCenterAndType@ _LightColor0�_Color  _Metallic° _Glossiness´ _MainTex_STà_DetailAlbedoMap_STð_UVSec unity_MatrixVPunity_WorldToObject`unity_WorldToLightÀunity_WorldToLight_MainTex_LightTextureB0_LightTexture0unity_NHxRoughness_ShadowMapTexture$Globals