œ šu  SHADOWS_DEPTH' #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 _WorldSpaceLightPos0; uniform vec4 unity_LightShadowBias; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; float u_xlat6; float u_xlat9; bool u_xlatb9; void main() { 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_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat9 = inversesqrt(u_xlat9); u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz; u_xlat1 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1; u_xlat2.xyz = (-u_xlat1.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat9 = inversesqrt(u_xlat9); u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz; u_xlat9 = dot(u_xlat0.xyz, u_xlat2.xyz); u_xlat9 = (-u_xlat9) * u_xlat9 + 1.0; u_xlat9 = sqrt(u_xlat9); u_xlat9 = u_xlat9 * unity_LightShadowBias.z; u_xlat0.xyz = (-u_xlat0.xyz) * vec3(u_xlat9) + u_xlat1.xyz; u_xlatb9 = unity_LightShadowBias.z!=0.0; u_xlat0.xyz = (bool(u_xlatb9)) ? u_xlat0.xyz : u_xlat1.xyz; u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0; u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w; u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0); u_xlat6 = u_xlat0.z + u_xlat1.x; u_xlat1.x = max((-u_xlat0.w), u_xlat6); gl_Position.xyw = u_xlat0.xyw; u_xlat0.x = (-u_xlat6) + u_xlat1.x; gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; layout(location = 0) out mediump vec4 SV_Target0; void main() { SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0); return; } #endif $Globalsā_WorldSpaceLightPos0unity_LightShadowBiasunity_ObjectToWorld unity_WorldToObject`unity_MatrixVP $Globals