ºu  LIGHTPROBE_SH UNITY_HDR_ON"#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 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 unity_WorldTransformParams; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; uniform vec4 _BumpMap_ST; in highp vec4 in_POSITION0; in highp vec4 in_TANGENT0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; out highp vec4 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; out highp vec4 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; highp vec4 vs_TEXCOORD4; out mediump vec3 vs_TEXCOORD5; vec4 u_xlat0; mediump vec4 u_xlat16_0; vec4 u_xlat1; vec4 u_xlat2; vec3 u_xlat3; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; float u_xlat18; 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.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; 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; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; vs_TEXCOORD1.w = u_xlat0.x; u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w; u_xlat1.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].yzx; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz; u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat18 = inversesqrt(u_xlat18); u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz; u_xlat2.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat2.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat2.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat18 = inversesqrt(u_xlat18); u_xlat2 = vec4(u_xlat18) * u_xlat2.xyzz; u_xlat3.xyz = u_xlat1.xyz * u_xlat2.zxy; u_xlat3.xyz = u_xlat2.yzx * u_xlat1.yzx + (-u_xlat3.xyz); u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz; vs_TEXCOORD1.y = u_xlat3.x; vs_TEXCOORD1.x = u_xlat1.z; vs_TEXCOORD1.z = u_xlat2.x; vs_TEXCOORD2.x = u_xlat1.x; vs_TEXCOORD3.x = u_xlat1.y; vs_TEXCOORD2.w = u_xlat0.y; vs_TEXCOORD3.w = u_xlat0.z; vs_TEXCOORD2.y = u_xlat3.y; vs_TEXCOORD3.y = u_xlat3.z; vs_TEXCOORD2.z = u_xlat2.y; vs_TEXCOORD3.z = u_xlat2.z; vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0); u_xlat16_4.x = u_xlat2.y * u_xlat2.y; u_xlat16_4.x = u_xlat2.x * u_xlat2.x + (-u_xlat16_4.x); u_xlat16_0 = u_xlat2.yzwx * u_xlat2.xywz; u_xlat16_5.x = dot(unity_SHBr, u_xlat16_0); u_xlat16_5.y = dot(unity_SHBg, u_xlat16_0); u_xlat16_5.z = dot(unity_SHBb, u_xlat16_0); u_xlat16_4.xyz = unity_SHC.xyz * u_xlat16_4.xxx + u_xlat16_5.xyz; u_xlat2.w = 1.0; u_xlat16_5.x = dot(unity_SHAr, u_xlat2); u_xlat16_5.y = dot(unity_SHAg, u_xlat2); u_xlat16_5.z = dot(unity_SHAb, u_xlat2); u_xlat16_4.xyz = u_xlat16_4.xyz + u_xlat16_5.xyz; vs_TEXCOORD5.xyz = max(u_xlat16_4.xyz, vec3(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 mediump vec4 _Color; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _BumpMap; in highp vec4 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD2; in highp vec4 vs_TEXCOORD3; in mediump vec3 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; layout(location = 1) out mediump vec4 SV_Target1; layout(location = 2) out mediump vec4 SV_Target2; layout(location = 3) out mediump vec4 SV_Target3; vec3 u_xlat0; mediump vec3 u_xlat16_0; mediump vec3 u_xlat16_1; mediump vec3 u_xlat16_2; void main() { u_xlat16_0.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat0.xyz = u_xlat16_0.xyz * _Color.xyz; SV_Target0.xyz = u_xlat0.xyz; SV_Target3.xyz = u_xlat0.xyz * vs_TEXCOORD5.xyz; SV_Target0.w = 1.0; SV_Target1 = vec4(0.0, 0.0, 0.0, 0.0); u_xlat16_0.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz; u_xlat16_1.xyz = u_xlat16_0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat16_2.x = dot(vs_TEXCOORD1.xyz, u_xlat16_1.xyz); u_xlat16_2.y = dot(vs_TEXCOORD2.xyz, u_xlat16_1.xyz); u_xlat16_2.z = dot(vs_TEXCOORD3.xyz, u_xlat16_1.xyz); u_xlat0.x = dot(u_xlat16_2.xyz, u_xlat16_2.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xyz = u_xlat0.xxx * u_xlat16_2.xyz; u_xlat0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5); SV_Target2.xyz = u_xlat0.xyz; SV_Target2.w = 1.0; SV_Target3.w = 1.0; return; } #endif $Globals _Color unity_SHAg unity_SHAb unity_SHBr0 unity_SHBg@ unity_SHBbP unity_SHC`unity_WorldTransformParamsð _MainTex_ST@ _BumpMap_STPunity_ObjectToWorldpunity_WorldToObject°unity_MatrixVP_MainTex_BumpMap$Globals