„Bºu  DIRECTIONAL€:#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 _ScreenParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 unity_WorldTransformParams; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform float _FaceDilate; uniform vec4 hlslcc_mtx4x4_EnvMatrix[4]; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; uniform vec4 _MainTex_ST; uniform vec4 _FaceTex_ST; uniform vec4 _OutlineTex_ST; in highp vec4 in_POSITION0; in highp vec4 in_TANGENT0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; in highp vec4 in_TEXCOORD1; in mediump vec4 in_COLOR0; out highp vec4 vs_TEXCOORD0; out highp vec2 vs_TEXCOORD1; out highp vec2 vs_TEXCOORD6; out highp vec3 vs_TEXCOORD2; out highp vec3 vs_TEXCOORD3; out highp vec3 vs_TEXCOORD4; out highp vec3 vs_TEXCOORD5; out mediump vec4 vs_COLOR0; highp vec3 vs_TEXCOORD7; vec3 u_xlat0; int u_xlati0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; float u_xlat4; int u_xlati4; vec3 u_xlat6; float u_xlat12; bool u_xlatb12; float u_xlat13; void main() { u_xlat0.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY); u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; u_xlat2 = u_xlat1 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz; u_xlat3 = u_xlat2.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD0.zw = in_TEXCOORD1.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; u_xlat12 = u_xlat2.y * hlslcc_mtx4x4unity_MatrixVP[1].w; u_xlat12 = hlslcc_mtx4x4unity_MatrixVP[0].w * u_xlat2.x + u_xlat12; u_xlat12 = hlslcc_mtx4x4unity_MatrixVP[2].w * u_xlat2.z + u_xlat12; u_xlat12 = hlslcc_mtx4x4unity_MatrixVP[3].w * u_xlat2.w + u_xlat12; u_xlat2.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat2.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat2.xy; u_xlat2.xy = u_xlat2.xy * vec2(_ScaleX, _ScaleY); u_xlat2.xy = vec2(u_xlat12) / u_xlat2.xy; u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy); u_xlat12 = inversesqrt(u_xlat12); u_xlat13 = abs(in_TEXCOORD0.w) * _GradientScale; u_xlat2.x = _Sharpness + 1.0; u_xlat13 = u_xlat13 * u_xlat2.x; u_xlat2.x = u_xlat12 * u_xlat13; u_xlat6.x = (-_PerspectiveFilter) + 1.0; u_xlat2.x = u_xlat6.x * u_xlat2.x; u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x); u_xlat6.xyz = _WorldSpaceCameraPos.yyy * hlslcc_mtx4x4unity_WorldToObject[1].xyz; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat6.xyz; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat6.xyz; u_xlat6.xyz = u_xlat6.xyz + hlslcc_mtx4x4unity_WorldToObject[3].xyz; u_xlat0.z = in_POSITION0.z; u_xlat0.xyz = (-u_xlat0.xyz) + u_xlat6.xyz; u_xlat0.x = dot(in_NORMAL0.xyz, u_xlat0.xyz); u_xlati4 = int((0.0=in_TEXCOORD0.w; u_xlat12 = u_xlatb12 ? 1.0 : float(0.0); u_xlat1.x = (-_WeightNormal) + _WeightBold; u_xlat12 = u_xlat12 * u_xlat1.x + _WeightNormal; u_xlat12 = u_xlat12 * 0.25 + _FaceDilate; u_xlat12 = u_xlat12 * _ScaleRatioA; vs_TEXCOORD6.x = u_xlat12 * 0.5; vs_TEXCOORD1.xy = in_TEXCOORD1.xy * _OutlineTex_ST.xy + _OutlineTex_ST.zw; vs_TEXCOORD2.z = u_xlat0.y; 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_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat12 = inversesqrt(u_xlat12); u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz; u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz; u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz); u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w; u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz; vs_TEXCOORD2.y = u_xlat3.x; vs_TEXCOORD2.x = u_xlat1.z; vs_TEXCOORD3.z = u_xlat0.z; vs_TEXCOORD4.z = u_xlat0.x; vs_TEXCOORD3.x = u_xlat1.x; vs_TEXCOORD4.x = u_xlat1.y; vs_TEXCOORD3.y = u_xlat3.y; vs_TEXCOORD4.y = u_xlat3.z; vs_COLOR0 = in_COLOR0; u_xlat0.xyz = u_xlat6.yyy * hlslcc_mtx4x4_EnvMatrix[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4_EnvMatrix[0].xyz * u_xlat6.xxx + u_xlat0.xyz; vs_TEXCOORD7.xyz = hlslcc_mtx4x4_EnvMatrix[2].xyz * u_xlat6.zzz + u_xlat0.xyz; 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 vec4 _Time; uniform vec3 _WorldSpaceCameraPos; uniform mediump vec4 _WorldSpaceLightPos0; uniform mediump vec4 _LightColor0; uniform mediump vec4 _SpecColor; uniform float _FaceUVSpeedX; uniform float _FaceUVSpeedY; uniform mediump vec4 _FaceColor; uniform float _OutlineSoftness; uniform float _OutlineUVSpeedX; uniform float _OutlineUVSpeedY; uniform mediump vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _Bevel; uniform float _BevelOffset; uniform float _BevelWidth; uniform float _BevelClamp; uniform float _BevelRoundness; uniform float _BumpOutline; uniform float _BumpFace; uniform float _ShaderFlags; uniform float _ScaleRatioA; uniform float _TextureWidth; uniform float _TextureHeight; uniform float _GradientScale; uniform mediump float _FaceShininess; uniform mediump float _OutlineShininess; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _FaceTex; UNITY_LOCATION(2) uniform mediump sampler2D _OutlineTex; UNITY_LOCATION(3) uniform mediump sampler2D _BumpMap; in highp vec4 vs_TEXCOORD0; in highp vec2 vs_TEXCOORD1; in highp vec2 vs_TEXCOORD6; in highp vec3 vs_TEXCOORD2; in highp vec3 vs_TEXCOORD3; in highp vec3 vs_TEXCOORD4; in highp vec3 vs_TEXCOORD5; in mediump vec4 vs_COLOR0; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; vec4 u_xlat1; mediump vec4 u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; vec2 u_xlat3; mediump vec4 u_xlat16_3; mediump vec4 u_xlat16_4; vec4 u_xlat5; vec4 u_xlat6; mediump vec4 u_xlat16_7; float u_xlat8; vec3 u_xlat9; bool u_xlatb9; float u_xlat10; mediump vec3 u_xlat16_12; mediump vec3 u_xlat16_13; bool u_xlatb17; float u_xlat24; mediump float u_xlat16_24; mediump float u_xlat16_28; float u_xlat29; void main() { u_xlat0.x = vs_TEXCOORD6.x + _BevelOffset; u_xlat1.xy = vec2(1.0, 1.0) / vec2(_TextureWidth, _TextureHeight); u_xlat1.z = 0.0; u_xlat2 = (-u_xlat1.xzzy) + vs_TEXCOORD0.xyxy; u_xlat1 = u_xlat1.xzzy + vs_TEXCOORD0.xyxy; u_xlat16_3.x = texture(_MainTex, u_xlat2.xy).w; u_xlat16_3.z = texture(_MainTex, u_xlat2.zw).w; u_xlat16_3.y = texture(_MainTex, u_xlat1.xy).w; u_xlat16_3.w = texture(_MainTex, u_xlat1.zw).w; u_xlat0 = u_xlat0.xxxx + u_xlat16_3; u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5); u_xlat1.x = _BevelWidth + _OutlineWidth; u_xlat1.x = max(u_xlat1.x, 0.00999999978); u_xlat0 = u_xlat0 / u_xlat1.xxxx; u_xlat1.x = u_xlat1.x * _Bevel; u_xlat1.x = u_xlat1.x * _GradientScale; u_xlat1.x = u_xlat1.x * -2.0; u_xlat0 = u_xlat0 + vec4(0.5, 0.5, 0.5, 0.5); u_xlat0 = clamp(u_xlat0, 0.0, 1.0); u_xlat2 = u_xlat0 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0); u_xlat2 = -abs(u_xlat2) + vec4(1.0, 1.0, 1.0, 1.0); u_xlat9.x = _ShaderFlags * 0.5; u_xlatb17 = u_xlat9.x>=(-u_xlat9.x); u_xlat9.x = fract(abs(u_xlat9.x)); u_xlat9.x = (u_xlatb17) ? u_xlat9.x : (-u_xlat9.x); u_xlatb9 = u_xlat9.x>=0.5; u_xlat0 = (bool(u_xlatb9)) ? u_xlat2 : u_xlat0; u_xlat2 = u_xlat0 * vec4(1.57079601, 1.57079601, 1.57079601, 1.57079601); u_xlat2 = sin(u_xlat2); u_xlat2 = (-u_xlat0) + u_xlat2; u_xlat0 = vec4(vec4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)) * u_xlat2 + u_xlat0; u_xlat9.x = (-_BevelClamp) + 1.0; u_xlat0 = min(u_xlat0, u_xlat9.xxxx); u_xlat0.xz = u_xlat1.xx * u_xlat0.xz; u_xlat0.yz = u_xlat0.wy * u_xlat1.xx + (-u_xlat0.zx); u_xlat0.x = float(-1.0); u_xlat0.w = float(1.0); u_xlat1.x = dot(u_xlat0.xy, u_xlat0.xy); u_xlat1.x = inversesqrt(u_xlat1.x); u_xlat24 = dot(u_xlat0.zw, u_xlat0.zw); u_xlat24 = inversesqrt(u_xlat24); u_xlat2.x = u_xlat24 * u_xlat0.z; u_xlat2.yz = vec2(u_xlat24) * vec2(1.0, 0.0); u_xlat0.z = 0.0; u_xlat0.xyz = u_xlat1.xxx * u_xlat0.xyz; u_xlat1.xyz = u_xlat0.xyz * u_xlat2.xyz; u_xlat0.xyz = u_xlat2.zxy * u_xlat0.yzx + (-u_xlat1.xyz); u_xlat16_24 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat24 = (-u_xlat16_24) + 0.5; u_xlat24 = u_xlat24 + (-vs_TEXCOORD6.x); u_xlat24 = u_xlat24 * vs_TEXCOORD6.y + 0.5; u_xlat1.x = _OutlineWidth * _ScaleRatioA; u_xlat1.x = u_xlat1.x * vs_TEXCOORD6.y; u_xlat16_4.x = u_xlat1.x * 0.5 + u_xlat24; u_xlat16_4.x = clamp(u_xlat16_4.x, 0.0, 1.0); u_xlat16_12.x = min(u_xlat1.x, 1.0); u_xlat16_12.x = sqrt(u_xlat16_12.x); u_xlat16_4.x = u_xlat16_12.x * u_xlat16_4.x; u_xlat9.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD1.xy; u_xlat16_2 = texture(_OutlineTex, u_xlat9.xy); u_xlat9.xyz = u_xlat16_2.xyz * _OutlineColor.xyz; u_xlat2.x = vs_COLOR0.w * _OutlineColor.w; u_xlat10 = u_xlat16_2.w * u_xlat2.x; u_xlat3.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD0.zw; u_xlat16_3 = texture(_FaceTex, u_xlat3.xy); u_xlat5 = vs_COLOR0 * _FaceColor; u_xlat6 = u_xlat16_3 * u_xlat5; u_xlat16_12.xyz = u_xlat6.www * u_xlat6.xyz; u_xlat16_7.xyz = u_xlat9.xyz * vec3(u_xlat10) + (-u_xlat16_12.xyz); u_xlat16_7.w = u_xlat2.x * u_xlat16_2.w + (-u_xlat6.w); u_xlat16_2 = u_xlat16_4.xxxx * u_xlat16_7; u_xlat16_3.w = u_xlat5.w * u_xlat16_3.w + u_xlat16_2.w; u_xlat16_3.xyz = u_xlat6.xyz * u_xlat6.www + u_xlat16_2.xyz; u_xlat16_4.x = (-u_xlat1.x) * 0.5 + u_xlat24; u_xlat24 = u_xlat1.x * 0.5 + u_xlat24; u_xlat24 = clamp(u_xlat24, 0.0, 1.0); u_xlat1.x = _OutlineSoftness * _ScaleRatioA; u_xlat9.x = u_xlat1.x * vs_TEXCOORD6.y; u_xlat16_12.x = u_xlat1.x * vs_TEXCOORD6.y + 1.0; u_xlat16_4.x = u_xlat9.x * 0.5 + u_xlat16_4.x; u_xlat16_4.x = u_xlat16_4.x / u_xlat16_12.x; u_xlat16_4.x = clamp(u_xlat16_4.x, 0.0, 1.0); u_xlat16_4.x = (-u_xlat16_4.x) + 1.0; u_xlat16_1 = u_xlat16_3 * u_xlat16_4.xxxx; u_xlat5.x = (-_BumpFace) + _BumpOutline; u_xlat5.x = u_xlat24 * u_xlat5.x + _BumpFace; u_xlat16_13.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz; u_xlat16_4.xyz = u_xlat16_13.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat5.xyz = u_xlat16_4.xyz * u_xlat5.xxx + vec3(-0.0, -0.0, -1.0); u_xlat5.xyz = u_xlat16_1.www * u_xlat5.xyz + vec3(0.0, 0.0, 1.0); u_xlat0.xyz = u_xlat0.xyz + (-u_xlat5.xyz); u_xlat5.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat5.x = inversesqrt(u_xlat5.x); u_xlat0.xyz = u_xlat0.xyz * u_xlat5.xxx; u_xlat16_4.x = dot(vs_TEXCOORD2.xyz, (-u_xlat0.xyz)); u_xlat16_4.y = dot(vs_TEXCOORD3.xyz, (-u_xlat0.xyz)); u_xlat16_4.z = dot(vs_TEXCOORD4.xyz, (-u_xlat0.xyz)); u_xlat0.x = dot(u_xlat16_4.xyz, u_xlat16_4.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xyz = u_xlat0.xxx * u_xlat16_4.xyz; u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz; u_xlat29 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat29 = inversesqrt(u_xlat29); u_xlat16_4.xyz = u_xlat5.xyz * vec3(u_xlat29) + _WorldSpaceLightPos0.xyz; u_xlat16_28 = dot(u_xlat16_4.xyz, u_xlat16_4.xyz); u_xlat16_28 = inversesqrt(u_xlat16_28); u_xlat16_4.xyz = vec3(u_xlat16_28) * u_xlat16_4.xyz; u_xlat16_4.x = dot(u_xlat0.xyz, u_xlat16_4.xyz); u_xlat16_4.y = dot(u_xlat0.xyz, _WorldSpaceLightPos0.xyz); u_xlat16_4.xy = max(u_xlat16_4.xy, vec2(0.0, 0.0)); u_xlat0.x = log2(u_xlat16_4.x); u_xlat8 = (-_FaceShininess) + _OutlineShininess; u_xlat8 = u_xlat24 * u_xlat8 + _FaceShininess; u_xlat16_4.x = u_xlat8 * 128.0; u_xlat0.x = u_xlat0.x * u_xlat16_4.x; u_xlat0.x = exp2(u_xlat0.x); u_xlat16_4.xzw = _LightColor0.xyz * _SpecColor.xyz; u_xlat0.xyz = u_xlat0.xxx * u_xlat16_4.xzw; u_xlat24 = max(u_xlat16_1.w, 9.99999975e-05); u_xlat5.xyz = u_xlat16_1.xyz / vec3(u_xlat24); SV_Target0.w = u_xlat16_1.w; u_xlat16_4.xzw = u_xlat5.xyz * _LightColor0.xyz; u_xlat0.xyz = u_xlat16_4.xzw * u_xlat16_4.yyy + u_xlat0.xyz; SV_Target0.xyz = u_xlat0.xyz; return; } #endif ?$GlobalsÌ+_Time_WorldSpaceCameraPos_WorldSpaceLightPos0 _LightColor00 _SpecColor@ _FaceUVSpeedXP _FaceUVSpeedYT _FaceColor`_OutlineSoftnessp_OutlineUVSpeedXt_OutlineUVSpeedYx _OutlineColor€ _OutlineWidth�_Bevel” _BevelOffset˜ _BevelWidthœ _BevelClamp _BevelRoundness¤ _BumpOutline¨ _BumpFace¬ _ShaderFlags° _ScaleRatioA´ _TextureWidth¸_TextureHeight¼_GradientScaleÀ_FaceShininessÄ_OutlineShininessÈ _FaceDilate0 _WeightNormal€ _WeightBold„ _ScaleRatioAˆ_VertexOffsetXŒ_VertexOffsetY�_GradientScale”_ScaleX˜_ScaleYœ_PerspectiveFilter  _Sharpness¤ _MainTex_ST° _FaceTex_STÀ_OutlineTex_STÐunity_MatrixVPð _EnvMatrix@_MainTex_FaceTex _OutlineTex_BumpMap$Globals