ü'ºu  DIRECTIONALSHADOWS_SCREENº##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 _SpecColor; uniform mediump vec4 _Color; 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; vec4 u_xlat0; mediump vec3 u_xlat16_0; mediump vec3 u_xlat16_1; vec3 u_xlat2; vec3 u_xlat3; mediump vec4 u_xlat16_4; mediump vec3 u_xlat16_5; mediump vec3 u_xlat16_6; vec3 u_xlat7; mediump vec3 u_xlat16_8; float u_xlat14; mediump float u_xlat16_15; float u_xlat21; mediump float u_xlat16_22; mediump float u_xlat16_26; void main() { u_xlat16_0.x = texture(_OcclusionMap, vs_TEXCOORD0.xy).y; u_xlat16_1.x = (-_OcclusionStrength) + 1.0; u_xlat16_1.x = u_xlat16_0.x * _OcclusionStrength + u_xlat16_1.x; u_xlat0.xw = (-vec2(_Glossiness)) + vec2(1.0, 1.0); u_xlat16_8.x = (-u_xlat0.x) * 0.699999988 + 1.70000005; u_xlat16_8.x = u_xlat0.x * u_xlat16_8.x; u_xlat16_8.x = u_xlat16_8.x * 6.0; u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat2.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz; u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat3.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz; u_xlat16_15 = dot(u_xlat2.xyz, u_xlat3.xyz); u_xlat16_15 = u_xlat16_15 + u_xlat16_15; u_xlat16_4.xyz = u_xlat3.xyz * (-vec3(u_xlat16_15)) + u_xlat2.xyz; u_xlat16_4 = textureLod(unity_SpecCube0, u_xlat16_4.xyz, u_xlat16_8.x); u_xlat16_8.x = u_xlat16_4.w + -1.0; u_xlat16_8.x = unity_SpecCube0_HDR.w * u_xlat16_8.x + 1.0; u_xlat16_8.x = log2(u_xlat16_8.x); u_xlat16_8.x = u_xlat16_8.x * unity_SpecCube0_HDR.y; u_xlat16_8.x = exp2(u_xlat16_8.x); u_xlat16_8.x = u_xlat16_8.x * unity_SpecCube0_HDR.x; u_xlat16_8.xyz = u_xlat16_4.xyz * u_xlat16_8.xxx; u_xlat16_1.xyz = u_xlat16_1.xxx * u_xlat16_8.xyz; u_xlat0.x = dot((-u_xlat2.xyz), u_xlat3.xyz); u_xlat14 = u_xlat0.x; u_xlat14 = clamp(u_xlat14, 0.0, 1.0); u_xlat0.x = u_xlat0.x + u_xlat0.x; u_xlat2.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz); u_xlat0.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz); u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat2.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz); u_xlat2.x = u_xlat2.x * u_xlat2.x; u_xlat0.y = u_xlat2.x * u_xlat2.x; u_xlat7.x = texture(unity_NHxRoughness, u_xlat0.yw).x; u_xlat7.x = u_xlat7.x * 16.0; u_xlat16_5.xyz = u_xlat7.xxx * _SpecColor.xyz; u_xlat16_22 = (-u_xlat14) + 1.0; u_xlat7.x = u_xlat16_22 * u_xlat16_22; u_xlat7.x = u_xlat16_22 * u_xlat7.x; u_xlat7.x = u_xlat16_22 * u_xlat7.x; u_xlat16_22 = max(_SpecColor.y, _SpecColor.x); u_xlat16_22 = max(u_xlat16_22, _SpecColor.z); u_xlat16_22 = (-u_xlat16_22) + 1.0; u_xlat16_26 = (-u_xlat16_22) + 1.0; u_xlat16_26 = u_xlat16_26 + _Glossiness; u_xlat16_26 = clamp(u_xlat16_26, 0.0, 1.0); u_xlat16_6.xyz = vec3(u_xlat16_26) + (-_SpecColor.xyz); u_xlat16_6.xyz = u_xlat7.xxx * u_xlat16_6.xyz + _SpecColor.xyz; u_xlat16_1.xyz = u_xlat16_1.xyz * u_xlat16_6.xyz; u_xlat7.xyz = vs_TEXCOORD8.xyz + (-unity_ShadowFadeCenterAndType.xyz); u_xlat7.x = dot(u_xlat7.xyz, u_xlat7.xyz); u_xlat7.x = sqrt(u_xlat7.x); u_xlat2.xyz = (-vs_TEXCOORD8.xyz) + _WorldSpaceCameraPos.xyz; u_xlat3.x = hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat3.y = hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat3.z = hlslcc_mtx4x4unity_MatrixV[2].z; u_xlat14 = dot(u_xlat2.xyz, u_xlat3.xyz); u_xlat7.x = (-u_xlat14) + u_xlat7.x; u_xlat7.x = unity_ShadowFadeCenterAndType.w * u_xlat7.x + u_xlat14; u_xlat7.x = u_xlat7.x * _LightShadowData.z + _LightShadowData.w; u_xlat7.x = clamp(u_xlat7.x, 0.0, 1.0); u_xlat2.xyz = vs_TEXCOORD8.yyy * hlslcc_mtx4x4unity_WorldToShadow[1].xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[0].xyz * vs_TEXCOORD8.xxx + u_xlat2.xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[2].xyz * vs_TEXCOORD8.zzz + u_xlat2.xyz; u_xlat2.xyz = u_xlat2.xyz + hlslcc_mtx4x4unity_WorldToShadow[3].xyz; vec3 txVec0 = vec3(u_xlat2.xy,u_xlat2.z); u_xlat14 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0); u_xlat21 = (-_LightShadowData.x) + 1.0; u_xlat14 = u_xlat14 * u_xlat21 + _LightShadowData.x; u_xlat16_26 = (-u_xlat14) + 1.0; u_xlat16_26 = u_xlat7.x * u_xlat16_26 + u_xlat14; u_xlat16_6.xyz = vec3(u_xlat16_26) * _LightColor0.xyz; u_xlat16_6.xyz = u_xlat0.xxx * u_xlat16_6.xyz; u_xlat16_0.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat0.xyz = u_xlat16_0.xyz * _Color.xyz; u_xlat16_5.xyz = u_xlat0.xyz * vec3(u_xlat16_22) + u_xlat16_5.xyz; SV_Target0.xyz = u_xlat16_5.xyz * u_xlat16_6.xyz + u_xlat16_1.xyz; SV_Target0.w = 1.0; return; } #endif 3$GlobalsÈ_WorldSpaceCameraPos_WorldSpaceLightPos0 _MainTex_STÐ_DetailAlbedoMap_STà_UVSecð_LightShadowData unity_ShadowFadeCenterAndType0unity_SpecCube0_HDR€ _LightColor0� _SpecColor _Color° _GlossinessÀ_OcclusionStrengthÄunity_WorldToShadow unity_WorldToObjectPunity_MatrixVP� unity_MatrixV@_MainTex _OcclusionMapunity_NHxRoughnessunity_SpecCube0_ShadowMapTexture$Globals