$ºu ‡ #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 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _TreeInstanceScale; uniform vec4 hlslcc_mtx4x4_TerrainEngineBendTree[4]; uniform vec4 _SquashPlaneNormal; uniform float _SquashAmount; in highp vec4 in_POSITION0; in mediump vec4 in_COLOR0; in highp vec4 in_TEXCOORD0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; vec4 u_xlat0; vec4 u_xlat1; float u_xlat6; void main() { u_xlat0.xyz = in_POSITION0.xyz * _TreeInstanceScale.xyz; u_xlat1.xyz = u_xlat0.yyy * hlslcc_mtx4x4_TerrainEngineBendTree[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4_TerrainEngineBendTree[0].xyz * u_xlat0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4_TerrainEngineBendTree[2].xyz * u_xlat0.zzz + u_xlat1.xyz; u_xlat1.xyz = (-in_POSITION0.xyz) * _TreeInstanceScale.xyz + u_xlat1.xyz; u_xlat0.xyz = in_COLOR0.www * u_xlat1.xyz + u_xlat0.xyz; u_xlat6 = dot(_SquashPlaneNormal.xyz, u_xlat0.xyz); u_xlat6 = u_xlat6 + _SquashPlaneNormal.w; u_xlat1.xyz = (-vec3(u_xlat6)) * _SquashPlaneNormal.xyz + u_xlat0.xyz; u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz); u_xlat0.xyz = vec3(_SquashAmount) * u_xlat0.xyz + u_xlat1.xyz; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1; 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; vs_TEXCOORD1 = u_xlat0; gl_Position = u_xlat1 + hlslcc_mtx4x4unity_MatrixVP[3]; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; 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 float _Cutoff; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in highp vec2 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; layout(location = 0) out highp vec4 SV_Target0; mediump float u_xlat16_0; bool u_xlatb0; mediump float u_xlat16_1; void main() { u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat16_1 = u_xlat16_0 + (-_Cutoff); u_xlatb0 = u_xlat16_1<0.0; if(u_xlatb0){discard;} SV_Target0 = vs_TEXCOORD1; return; } #endif $Globals_Cutoff_TreeInstanceScale€_SquashPlaneNormalÐ _SquashAmountàunity_MatrixVP@_TerrainEngineBendTree�_MainTex$Globals