0ºu DIRECTIONAL_COOKIE‹#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_WorldToObject[4]; uniform vec4 unity_WorldTransformParams; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[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 vec3 vs_TEXCOORD1; out highp vec3 vs_TEXCOORD2; out highp vec3 vs_TEXCOORD3; out highp vec3 vs_TEXCOORD4; highp vec2 vs_TEXCOORD5; highp vec4 vs_TEXCOORD6; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; vec3 u_xlat3; float u_xlat13; 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_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; u_xlat1.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat1.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat1.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat13 = inversesqrt(u_xlat13); u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz; u_xlat2.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].yzx; u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz; u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat13 = inversesqrt(u_xlat13); u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz; u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz; u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz); u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w; u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz; vs_TEXCOORD1.y = u_xlat3.x; vs_TEXCOORD1.x = u_xlat2.z; vs_TEXCOORD1.z = u_xlat1.y; vs_TEXCOORD2.x = u_xlat2.x; vs_TEXCOORD3.x = u_xlat2.y; vs_TEXCOORD2.z = u_xlat1.z; vs_TEXCOORD3.z = u_xlat1.x; vs_TEXCOORD2.y = u_xlat3.y; vs_TEXCOORD3.y = u_xlat3.z; vs_TEXCOORD4.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0; u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_WorldToLight[1].xy; u_xlat0.xy = hlslcc_mtx4x4unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat1.xy; u_xlat0.xy = hlslcc_mtx4x4unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat0.xy; vs_TEXCOORD5.xy = hlslcc_mtx4x4unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat0.xy; vs_TEXCOORD6 = vec4(0.0, 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 _WorldSpaceLightPos0; uniform mediump vec4 _LightColor0; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[4]; uniform mediump vec4 _Color; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _BumpMap; UNITY_LOCATION(2) uniform highp sampler2D _LightTexture0; in highp vec4 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; in highp vec3 vs_TEXCOORD2; in highp vec3 vs_TEXCOORD3; in highp vec3 vs_TEXCOORD4; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; mediump vec3 u_xlat16_0; mediump vec3 u_xlat16_1; mediump vec3 u_xlat16_2; mediump vec3 u_xlat16_4; void main() { 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_xlat16_1.x = dot(u_xlat0.xyz, _WorldSpaceLightPos0.xyz); u_xlat16_1.x = max(u_xlat16_1.x, 0.0); u_xlat0.xy = vs_TEXCOORD4.yy * hlslcc_mtx4x4unity_WorldToLight[1].xy; u_xlat0.xy = hlslcc_mtx4x4unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat0.xy; u_xlat0.xy = hlslcc_mtx4x4unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat0.xy; u_xlat0.xy = u_xlat0.xy + hlslcc_mtx4x4unity_WorldToLight[3].xy; u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w; u_xlat16_4.xyz = u_xlat0.xxx * _LightColor0.xyz; u_xlat16_0.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat0.xyz = u_xlat16_0.xyz * _Color.xyz; u_xlat16_4.xyz = u_xlat16_4.xyz * u_xlat0.xyz; SV_Target0.xyz = u_xlat16_1.xxx * u_xlat16_4.xyz; SV_Target0.w = 1.0; return; } #endif $Globalsp _WorldSpaceLightPos0 _LightColor0_Color`unity_WorldTransformParams€ _MainTex_ST _BumpMap_ST unity_WorldToLight unity_WorldToObject@unity_MatrixVP�unity_WorldToLightÐ_MainTex_BumpMap_LightTexture0$Globals