X+ºu  DIRECTIONAL LIGHTPROBE_SHVERTEXLIGHT_ONÛ&#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 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform mediump vec4 unity_4LightAtten0; uniform mediump vec4 unity_LightColor[8]; uniform mediump vec4 unity_SHAr; uniform mediump vec4 unity_SHAg; uniform mediump vec4 unity_SHAb; uniform mediump vec4 unity_SHBr; uniform mediump vec4 unity_SHBg; uniform mediump vec4 unity_SHBb; uniform mediump vec4 unity_SHC; 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; out mediump vec4 vs_TEXCOORD5; highp vec4 vs_TEXCOORD7; highp vec3 vs_TEXCOORD8; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; mediump vec4 u_xlat16_2; vec4 u_xlat3; vec4 u_xlat4; mediump vec3 u_xlat16_5; mediump vec3 u_xlat16_6; float u_xlat21; 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; vs_TEXCOORD1.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 = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; u_xlat1.xyz = u_xlat0.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat21 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat21 = inversesqrt(u_xlat21); vs_TEXCOORD1.xyz = vec3(u_xlat21) * u_xlat1.xyz; vs_TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0); vs_TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0); vs_TEXCOORD4.w = 0.0; 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_xlat21 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat21 = inversesqrt(u_xlat21); u_xlat1.xyz = vec3(u_xlat21) * u_xlat1.xyz; vs_TEXCOORD4.xyz = u_xlat1.xyz; u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0; u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0; u_xlat4 = u_xlat1.yyyy * u_xlat3; u_xlat3 = u_xlat3 * u_xlat3; u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3; u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4; u_xlat4 = (-u_xlat0.zzzz) + unity_4LightPosZ0; vs_TEXCOORD8.xyz = u_xlat0.xyz; u_xlat0 = u_xlat4 * u_xlat1.zzzz + u_xlat2; u_xlat2 = u_xlat4 * u_xlat4 + u_xlat3; u_xlat2 = max(u_xlat2, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07)); u_xlat3 = inversesqrt(u_xlat2); u_xlat2 = u_xlat2 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0); u_xlat2 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat2; u_xlat0 = u_xlat0 * u_xlat3; u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0)); u_xlat0 = u_xlat2 * u_xlat0; u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz; u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz; u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz; u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz; u_xlat16_5.x = u_xlat1.y * u_xlat1.y; u_xlat16_5.x = u_xlat1.x * u_xlat1.x + (-u_xlat16_5.x); u_xlat16_2 = u_xlat1.yzzx * u_xlat1.xyzz; u_xlat16_6.x = dot(unity_SHBr, u_xlat16_2); u_xlat16_6.y = dot(unity_SHBg, u_xlat16_2); u_xlat16_6.z = dot(unity_SHBb, u_xlat16_2); u_xlat16_5.xyz = unity_SHC.xyz * u_xlat16_5.xxx + u_xlat16_6.xyz; u_xlat1.w = 1.0; u_xlat16_6.x = dot(unity_SHAr, u_xlat1); u_xlat16_6.y = dot(unity_SHAg, u_xlat1); u_xlat16_6.z = dot(unity_SHAb, u_xlat1); u_xlat16_5.xyz = u_xlat16_5.xyz + u_xlat16_6.xyz; u_xlat16_5.xyz = max(u_xlat16_5.xyz, vec3(0.0, 0.0, 0.0)); vs_TEXCOORD5.xyz = u_xlat0.xyz + u_xlat16_5.xyz; vs_TEXCOORD5.w = 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 mediump vec4 _WorldSpaceLightPos0; uniform mediump vec4 unity_SpecCube0_HDR; uniform mediump vec4 _LightColor0; uniform mediump vec4 _Color; uniform mediump float _Metallic; uniform float _Glossiness; 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; in highp vec4 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD4; in mediump vec4 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; mediump float u_xlat16_0; mediump vec4 u_xlat16_1; vec3 u_xlat2; mediump vec3 u_xlat16_2; mediump vec3 u_xlat16_3; mediump vec3 u_xlat16_4; vec3 u_xlat5; mediump vec3 u_xlat16_6; mediump vec3 u_xlat16_7; mediump vec3 u_xlat16_8; mediump vec3 u_xlat16_9; float u_xlat10; mediump vec3 u_xlat16_11; float u_xlat20; mediump float u_xlat16_33; mediump float u_xlat16_34; void main() { u_xlat0.xw = (-vec2(_Glossiness)) + vec2(1.0, 1.0); u_xlat16_1.x = (-u_xlat0.x) * 0.699999988 + 1.70000005; u_xlat16_1.x = u_xlat0.x * u_xlat16_1.x; u_xlat16_1.x = u_xlat16_1.x * 6.0; u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat2.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz; u_xlat16_11.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz); u_xlat16_11.x = u_xlat16_11.x + u_xlat16_11.x; u_xlat16_11.xyz = u_xlat2.xyz * (-u_xlat16_11.xxx) + vs_TEXCOORD1.xyz; u_xlat16_1 = textureLod(unity_SpecCube0, u_xlat16_11.xyz, u_xlat16_1.x); u_xlat16_3.x = u_xlat16_1.w + -1.0; u_xlat16_3.x = unity_SpecCube0_HDR.w * u_xlat16_3.x + 1.0; u_xlat16_3.x = log2(u_xlat16_3.x); u_xlat16_3.x = u_xlat16_3.x * unity_SpecCube0_HDR.y; u_xlat16_3.x = exp2(u_xlat16_3.x); u_xlat16_3.x = u_xlat16_3.x * unity_SpecCube0_HDR.x; u_xlat16_3.xyz = u_xlat16_1.xyz * u_xlat16_3.xxx; u_xlat16_0 = texture(_OcclusionMap, vs_TEXCOORD0.xy).y; u_xlat16_3.xyz = vec3(u_xlat16_0) * u_xlat16_3.xyz; u_xlat16_4.xyz = vec3(u_xlat16_0) * vs_TEXCOORD5.xyz; u_xlat0.x = dot((-vs_TEXCOORD1.xyz), u_xlat2.xyz); u_xlat20 = u_xlat0.x; u_xlat20 = clamp(u_xlat20, 0.0, 1.0); u_xlat0.x = u_xlat0.x + u_xlat0.x; u_xlat5.xyz = u_xlat2.xyz * (-u_xlat0.xxx) + (-vs_TEXCOORD1.xyz); u_xlat0.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz); u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat16_6.xyz = u_xlat0.xxx * _LightColor0.xyz; u_xlat0.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz); u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat0.y = u_xlat0.x * u_xlat0.x; u_xlat0.x = texture(unity_NHxRoughness, u_xlat0.yw).x; u_xlat0.x = u_xlat0.x * 16.0; u_xlat16_33 = (-u_xlat20) + 1.0; u_xlat10 = u_xlat16_33 * u_xlat16_33; u_xlat10 = u_xlat16_33 * u_xlat10; u_xlat10 = u_xlat16_33 * u_xlat10; u_xlat16_33 = (-_Metallic) * 0.959999979 + 0.959999979; u_xlat16_34 = (-u_xlat16_33) + 1.0; u_xlat16_34 = u_xlat16_34 + _Glossiness; u_xlat16_34 = clamp(u_xlat16_34, 0.0, 1.0); u_xlat16_2.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat16_7.xyz = _Color.xyz * u_xlat16_2.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991); u_xlat2.xyz = u_xlat16_2.xyz * _Color.xyz; u_xlat16_8.xyz = vec3(u_xlat16_33) * u_xlat2.xyz; u_xlat16_7.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_7.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991); u_xlat16_9.xyz = vec3(u_xlat16_34) + (-u_xlat16_7.xyz); u_xlat16_9.xyz = vec3(u_xlat10) * u_xlat16_9.xyz + u_xlat16_7.xyz; u_xlat16_7.xyz = u_xlat0.xxx * u_xlat16_7.xyz + u_xlat16_8.xyz; u_xlat16_3.xyz = u_xlat16_3.xyz * u_xlat16_9.xyz; u_xlat16_3.xyz = u_xlat16_4.xyz * u_xlat16_8.xyz + u_xlat16_3.xyz; SV_Target0.xyz = u_xlat16_7.xyz * u_xlat16_6.xyz + u_xlat16_3.xyz; SV_Target0.w = 1.0; return; } #endif 3$GlobalsH_WorldSpaceLightPos0unity_SpecCube0_HDR _LightColor0 _Color0 _Metallic@ _GlossinessDunity_LightColorP unity_SHArÐ unity_SHAgà unity_SHAbð unity_SHBr unity_SHBg unity_SHBb  unity_SHC0 _MainTex_ST_DetailAlbedoMap_ST_UVSec unity_ObjectToWorld@unity_WorldToObject€unity_MatrixVPÀ_MainTex _OcclusionMapunity_NHxRoughnessunity_SpecCube0$Globals