œ(ºu  DIRECTIONALSHADOWS_SCREENY$#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 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; 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; highp vec4 vs_TEXCOORD2; highp vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; mediump vec4 vs_TEXCOORD5; highp vec4 vs_TEXCOORD7; out highp vec3 vs_TEXCOORD8; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; float u_xlat6; 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; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; u_xlatb0 = _UVSec==0.0; u_xlat0.xy = (bool(u_xlatb0)) ? in_TEXCOORD0.xy : in_TEXCOORD1.xy; vs_TEXCOORD0.zw = u_xlat0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 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 = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; vs_TEXCOORD1.xyz = u_xlat0.xyz + (-_WorldSpaceCameraPos.xyz); vs_TEXCOORD8.xyz = u_xlat0.xyz; vs_TEXCOORD1.w = 0.0; vs_TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0); vs_TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0); 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 = inversesqrt(u_xlat6); vs_TEXCOORD4.xyz = vec3(u_xlat6) * u_xlat0.xyz; vs_TEXCOORD4.w = 0.0; vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0); vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0); return; } #endif #ifdef FRAGMENT #version 300 es #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #endif 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 mediump vec4 _WorldSpaceLightPos0; uniform vec4 hlslcc_mtx4x4unity_WorldToShadow[16]; uniform vec4 _LightShadowData; uniform vec4 unity_ShadowFadeCenterAndType; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform mediump vec4 unity_SpecCube0_HDR; uniform mediump vec4 _LightColor0; uniform mediump vec4 _Color; uniform mediump float _Metallic; uniform float _Glossiness; uniform mediump float _OcclusionStrength; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _OcclusionMap; UNITY_LOCATION(2) uniform highp sampler2D unity_NHxRoughness; UNITY_LOCATION(3) uniform mediump samplerCube unity_SpecCube0; UNITY_LOCATION(4) uniform highp sampler2D _ShadowMapTexture; UNITY_LOCATION(5) uniform highp sampler2DShadow hlslcc_zcmp_ShadowMapTexture; in highp vec4 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD4; in highp vec3 vs_TEXCOORD8; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; vec3 u_xlat1; mediump vec3 u_xlat16_1; mediump vec3 u_xlat16_2; mediump vec4 u_xlat16_3; vec4 u_xlat4; mediump vec3 u_xlat16_5; mediump vec3 u_xlat16_6; mediump vec3 u_xlat16_7; vec3 u_xlat8; float u_xlat16; float u_xlat24; mediump float u_xlat16_24; float u_xlat25; mediump float u_xlat16_26; mediump float u_xlat16_29; void main() { u_xlat0.xyz = vs_TEXCOORD8.xyz + (-unity_ShadowFadeCenterAndType.xyz); u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat0.x = sqrt(u_xlat0.x); u_xlat8.xyz = (-vs_TEXCOORD8.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_xlat8.x = dot(u_xlat8.xyz, u_xlat1.xyz); u_xlat0.x = (-u_xlat8.x) + u_xlat0.x; u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat0.x + u_xlat8.x; u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w; u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat8.xyz = vs_TEXCOORD8.yyy * hlslcc_mtx4x4unity_WorldToShadow[1].xyz; u_xlat8.xyz = hlslcc_mtx4x4unity_WorldToShadow[0].xyz * vs_TEXCOORD8.xxx + u_xlat8.xyz; u_xlat8.xyz = hlslcc_mtx4x4unity_WorldToShadow[2].xyz * vs_TEXCOORD8.zzz + u_xlat8.xyz; u_xlat8.xyz = u_xlat8.xyz + hlslcc_mtx4x4unity_WorldToShadow[3].xyz; vec3 txVec0 = vec3(u_xlat8.xy,u_xlat8.z); u_xlat8.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0); u_xlat16 = (-_LightShadowData.x) + 1.0; u_xlat8.x = u_xlat8.x * u_xlat16 + _LightShadowData.x; u_xlat16_2.x = (-u_xlat8.x) + 1.0; u_xlat16_2.x = u_xlat0.x * u_xlat16_2.x + u_xlat8.x; u_xlat16_2.xyz = u_xlat16_2.xxx * _LightColor0.xyz; u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz; u_xlat24 = dot(u_xlat0.xyz, _WorldSpaceLightPos0.xyz); u_xlat24 = clamp(u_xlat24, 0.0, 1.0); u_xlat16_2.xyz = vec3(u_xlat24) * u_xlat16_2.xyz; u_xlat24 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz); u_xlat24 = inversesqrt(u_xlat24); u_xlat1.xyz = vec3(u_xlat24) * vs_TEXCOORD1.xyz; u_xlat16_26 = dot(u_xlat1.xyz, u_xlat0.xyz); u_xlat16_26 = u_xlat16_26 + u_xlat16_26; u_xlat16_3.xyz = u_xlat0.xyz * (-vec3(u_xlat16_26)) + u_xlat1.xyz; u_xlat4.xw = (-vec2(_Glossiness)) + vec2(1.0, 1.0); u_xlat16_26 = (-u_xlat4.x) * 0.699999988 + 1.70000005; u_xlat16_26 = u_xlat16_26 * u_xlat4.x; u_xlat16_26 = u_xlat16_26 * 6.0; u_xlat16_3 = textureLod(unity_SpecCube0, u_xlat16_3.xyz, u_xlat16_26); u_xlat16_26 = u_xlat16_3.w + -1.0; u_xlat16_26 = unity_SpecCube0_HDR.w * u_xlat16_26 + 1.0; u_xlat16_26 = log2(u_xlat16_26); u_xlat16_26 = u_xlat16_26 * unity_SpecCube0_HDR.y; u_xlat16_26 = exp2(u_xlat16_26); u_xlat16_26 = u_xlat16_26 * unity_SpecCube0_HDR.x; u_xlat16_5.xyz = u_xlat16_3.xyz * vec3(u_xlat16_26); u_xlat16_24 = texture(_OcclusionMap, vs_TEXCOORD0.xy).y; u_xlat16_26 = (-_OcclusionStrength) + 1.0; u_xlat16_26 = u_xlat16_24 * _OcclusionStrength + u_xlat16_26; u_xlat16_5.xyz = vec3(u_xlat16_26) * u_xlat16_5.xyz; u_xlat24 = dot((-u_xlat1.xyz), u_xlat0.xyz); u_xlat25 = u_xlat24; u_xlat25 = clamp(u_xlat25, 0.0, 1.0); u_xlat24 = u_xlat24 + u_xlat24; u_xlat0.xyz = u_xlat0.xyz * (-vec3(u_xlat24)) + (-u_xlat1.xyz); u_xlat0.x = dot(u_xlat0.xyz, _WorldSpaceLightPos0.xyz); u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat4.y = u_xlat0.x * u_xlat0.x; u_xlat0.x = texture(unity_NHxRoughness, u_xlat4.yw).x; u_xlat0.x = u_xlat0.x * 16.0; u_xlat16_26 = (-u_xlat25) + 1.0; u_xlat8.x = u_xlat16_26 * u_xlat16_26; u_xlat8.x = u_xlat16_26 * u_xlat8.x; u_xlat8.x = u_xlat16_26 * u_xlat8.x; u_xlat16_26 = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_29 = (-u_xlat16_26) + 1.0; u_xlat16_29 = u_xlat16_29 + _Glossiness; u_xlat16_29 = clamp(u_xlat16_29, 0.0, 1.0); u_xlat16_1.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat16_6.xyz = _Color.xyz * u_xlat16_1.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991); u_xlat1.xyz = u_xlat16_1.xyz * _Color.xyz; u_xlat16_6.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991); u_xlat16_7.xyz = vec3(u_xlat16_29) + (-u_xlat16_6.xyz); u_xlat16_7.xyz = u_xlat8.xxx * u_xlat16_7.xyz + u_xlat16_6.xyz; u_xlat16_6.xyz = u_xlat0.xxx * u_xlat16_6.xyz; u_xlat16_6.xyz = u_xlat1.xyz * vec3(u_xlat16_26) + u_xlat16_6.xyz; u_xlat16_5.xyz = u_xlat16_5.xyz * u_xlat16_7.xyz; SV_Target0.xyz = u_xlat16_6.xyz * u_xlat16_2.xyz + u_xlat16_5.xyz; SV_Target0.w = 1.0; return; } #endif 3$Globals¼_WorldSpaceCameraPos_WorldSpaceLightPos0 _MainTex_STÐ_DetailAlbedoMap_STà_UVSecð_LightShadowData unity_ShadowFadeCenterAndType0unity_SpecCube0_HDR€ _LightColor0�_Color  _Metallic° _Glossiness´_OcclusionStrength¸unity_WorldToShadow unity_WorldToObjectPunity_MatrixVP� unity_MatrixV@_MainTex _OcclusionMapunity_NHxRoughnessunity_SpecCube0_ShadowMapTexture$Globals