ŒRºu  DIRECTIONALGLOW_ON¼H#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 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_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_TEXCOORD5; out highp vec4 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; out mediump vec4 vs_COLOR0; out highp vec3 vs_TEXCOORD6; out mediump vec3 vs_TEXCOORD7; vec4 u_xlat0; mediump vec4 u_xlat16_0; int u_xlati0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec3 u_xlat4; mediump float u_xlat16_5; mediump vec3 u_xlat16_6; int u_xlati7; vec3 u_xlat9; float u_xlat21; bool u_xlatb21; float u_xlat22; 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_xlatb21 = 0.0>=in_TEXCOORD0.w; u_xlat21 = u_xlatb21 ? 1.0 : float(0.0); u_xlat22 = (-_WeightNormal) + _WeightBold; u_xlat21 = u_xlat21 * u_xlat22 + _WeightNormal; u_xlat21 = u_xlat21 * 0.25 + _FaceDilate; u_xlat21 = u_xlat21 * _ScaleRatioA; vs_TEXCOORD5.x = u_xlat21 * 0.5; u_xlat21 = u_xlat2.y * hlslcc_mtx4x4unity_MatrixVP[1].w; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[0].w * u_xlat2.x + u_xlat21; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[2].w * u_xlat2.z + u_xlat21; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[3].w * u_xlat2.w + u_xlat21; 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_xlat21) / u_xlat2.xy; u_xlat21 = dot(u_xlat2.xy, u_xlat2.xy); u_xlat21 = inversesqrt(u_xlat21); u_xlat22 = abs(in_TEXCOORD0.w) * _GradientScale; u_xlat2.x = _Sharpness + 1.0; u_xlat22 = u_xlat22 * u_xlat2.x; u_xlat2.x = u_xlat21 * u_xlat22; u_xlat9.x = (-_PerspectiveFilter) + 1.0; u_xlat2.x = u_xlat9.x * u_xlat2.x; u_xlat21 = u_xlat21 * u_xlat22 + (-u_xlat2.x); u_xlat9.xyz = _WorldSpaceCameraPos.yyy * hlslcc_mtx4x4unity_WorldToObject[1].xyz; u_xlat9.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat9.xyz; u_xlat9.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat9.xyz; u_xlat9.xyz = u_xlat9.xyz + hlslcc_mtx4x4unity_WorldToObject[3].xyz; u_xlat0.z = in_POSITION0.z; u_xlat0.xyz = (-u_xlat0.xyz) + u_xlat9.xyz; u_xlat0.x = dot(in_NORMAL0.xyz, u_xlat0.xyz); u_xlati7 = int((0.0=0.0; u_xlat18 = u_xlatb18 ? 1.0 : float(0.0); u_xlat27 = _GlowOuter * _ScaleRatioB + (-_GlowInner); u_xlat18 = u_xlat18 * u_xlat27 + _GlowInner; u_xlat18 = u_xlat18 * vs_TEXCOORD5.y; u_xlat27 = u_xlat18 * 0.5 + 1.0; u_xlat18 = u_xlat18 * 0.5; u_xlat18 = min(u_xlat18, 1.0); u_xlat18 = sqrt(u_xlat18); u_xlat0.x = u_xlat0.x / u_xlat27; u_xlat0.x = min(abs(u_xlat0.x), 1.0); u_xlat0.x = log2(u_xlat0.x); u_xlat0.x = u_xlat0.x * _GlowPower; u_xlat0.x = exp2(u_xlat0.x); u_xlat0.x = (-u_xlat0.x) + 1.0; u_xlat0.x = u_xlat18 * u_xlat0.x; u_xlat0.x = dot(_GlowColor.ww, u_xlat0.xx); u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat18 = (-u_xlat0.x) * vs_COLOR0.w + 1.0; u_xlat0.x = u_xlat0.x * vs_COLOR0.w; u_xlat27 = _OutlineWidth * _ScaleRatioA; u_xlat27 = u_xlat27 * vs_TEXCOORD5.y; u_xlat16_1.x = u_xlat27 * 0.5 + u_xlat9; u_xlat16_1.x = clamp(u_xlat16_1.x, 0.0, 1.0); u_xlat16_10.x = min(u_xlat27, 1.0); u_xlat16_10.x = sqrt(u_xlat16_10.x); u_xlat16_1.x = u_xlat16_10.x * u_xlat16_1.x; u_xlat2.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD1.xy; u_xlat16_2 = texture(_OutlineTex, u_xlat2.xy); u_xlat2.xyz = u_xlat16_2.xyz * _OutlineColor.xyz; u_xlat3 = vs_COLOR0.w * _OutlineColor.w; u_xlat12 = u_xlat16_2.w * u_xlat3; u_xlat21.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD0.zw; u_xlat16_4 = texture(_FaceTex, u_xlat21.xy); u_xlat5 = vs_COLOR0 * _FaceColor; u_xlat6 = u_xlat16_4 * u_xlat5; u_xlat16_10.xyz = u_xlat6.www * u_xlat6.xyz; u_xlat16_7.xyz = u_xlat2.xyz * vec3(u_xlat12) + (-u_xlat16_10.xyz); u_xlat16_7.w = u_xlat3 * u_xlat16_2.w + (-u_xlat6.w); u_xlat16_1 = u_xlat16_1.xxxx * u_xlat16_7; u_xlat16_2.xyz = u_xlat6.xyz * u_xlat6.www + u_xlat16_1.xyz; u_xlat16_2.w = u_xlat5.w * u_xlat16_4.w + u_xlat16_1.w; u_xlat16_1.x = (-u_xlat27) * 0.5 + u_xlat9; u_xlat9 = u_xlat27 * 0.5 + u_xlat9; u_xlat9 = clamp(u_xlat9, 0.0, 1.0); u_xlat27 = _OutlineSoftness * _ScaleRatioA; u_xlat3 = u_xlat27 * vs_TEXCOORD5.y; u_xlat16_10.x = u_xlat27 * vs_TEXCOORD5.y + 1.0; u_xlat16_1.x = u_xlat3 * 0.5 + u_xlat16_1.x; u_xlat16_1.x = u_xlat16_1.x / u_xlat16_10.x; u_xlat16_1.x = clamp(u_xlat16_1.x, 0.0, 1.0); u_xlat16_1.x = (-u_xlat16_1.x) + 1.0; u_xlat16_3 = u_xlat16_1.xxxx * u_xlat16_2; u_xlat27 = (-u_xlat16_2.w) * u_xlat16_1.x + 1.0; u_xlat27 = u_xlat27 * u_xlat0.x + u_xlat16_3.w; u_xlat4.xyz = u_xlat0.xxx * _GlowColor.xyz; u_xlat0.x = max(u_xlat16_3.w, 9.99999975e-05); u_xlat5.xyz = u_xlat16_3.xyz / u_xlat0.xxx; u_xlat5.xyz = u_xlat16_3.www * u_xlat5.xyz; u_xlat5.xyz = vec3(u_xlat18) * u_xlat5.xyz + u_xlat4.xyz; u_xlat0.x = max(u_xlat27, 9.99999975e-05); SV_Target0.w = u_xlat27; u_xlat0.xzw = u_xlat5.xyz / u_xlat0.xxx; u_xlat16_1.xyz = u_xlat0.xzw * _LightColor0.xyz; u_xlat31 = vs_TEXCOORD5.x + _BevelOffset; u_xlat5.xy = vec2(1.0, 1.0) / vec2(_TextureWidth, _TextureHeight); u_xlat5.z = 0.0; u_xlat2 = (-u_xlat5.xzzy) + vs_TEXCOORD0.xyxy; u_xlat5 = u_xlat5.xzzy + vs_TEXCOORD0.xyxy; u_xlat16_6.x = texture(_MainTex, u_xlat2.xy).w; u_xlat16_6.z = texture(_MainTex, u_xlat2.zw).w; u_xlat16_6.y = texture(_MainTex, u_xlat5.xy).w; u_xlat16_6.w = texture(_MainTex, u_xlat5.zw).w; u_xlat2 = vec4(u_xlat31) + u_xlat16_6; u_xlat2 = u_xlat2 + vec4(-0.5, -0.5, -0.5, -0.5); u_xlat31 = _BevelWidth + _OutlineWidth; u_xlat31 = max(u_xlat31, 0.00999999978); u_xlat2 = u_xlat2 / vec4(u_xlat31); u_xlat31 = u_xlat31 * _Bevel; u_xlat31 = u_xlat31 * _GradientScale; u_xlat31 = u_xlat31 * -2.0; u_xlat2 = u_xlat2 + vec4(0.5, 0.5, 0.5, 0.5); u_xlat2 = clamp(u_xlat2, 0.0, 1.0); u_xlat5 = u_xlat2 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0); u_xlat5 = -abs(u_xlat5) + vec4(1.0, 1.0, 1.0, 1.0); u_xlat6.x = _ShaderFlags * 0.5; u_xlatb15 = u_xlat6.x>=(-u_xlat6.x); u_xlat6.x = fract(abs(u_xlat6.x)); u_xlat6.x = (u_xlatb15) ? u_xlat6.x : (-u_xlat6.x); u_xlatb6 = u_xlat6.x>=0.5; u_xlat2 = (bool(u_xlatb6)) ? u_xlat5 : u_xlat2; u_xlat5 = u_xlat2 * vec4(1.57079601, 1.57079601, 1.57079601, 1.57079601); u_xlat5 = sin(u_xlat5); u_xlat5 = (-u_xlat2) + u_xlat5; u_xlat2 = vec4(vec4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)) * u_xlat5 + u_xlat2; u_xlat5.x = (-_BevelClamp) + 1.0; u_xlat2 = min(u_xlat2, u_xlat5.xxxx); u_xlat5.xy = vec2(u_xlat31) * u_xlat2.xz; u_xlat2.yz = u_xlat2.wy * vec2(u_xlat31) + (-u_xlat5.yx); u_xlat2.x = float(-1.0); u_xlat2.w = float(1.0); u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy); u_xlat31 = inversesqrt(u_xlat31); u_xlat5.x = dot(u_xlat2.zw, u_xlat2.zw); u_xlat5.x = inversesqrt(u_xlat5.x); u_xlat6.x = u_xlat2.z * u_xlat5.x; u_xlat6.yz = u_xlat5.xx * vec2(1.0, 0.0); u_xlat2.z = 0.0; u_xlat5.xyz = vec3(u_xlat31) * u_xlat2.xyz; u_xlat8.xyz = u_xlat5.xyz * u_xlat6.xyz; u_xlat5.xyz = u_xlat6.zxy * u_xlat5.yzx + (-u_xlat8.xyz); u_xlat31 = (-_BumpFace) + _BumpOutline; u_xlat31 = u_xlat9 * u_xlat31 + _BumpFace; u_xlat16_6.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz; u_xlat16_7.xyz = u_xlat16_6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat6.xyz = u_xlat16_7.xyz * vec3(u_xlat31) + vec3(-0.0, -0.0, -1.0); u_xlat6.xyz = u_xlat16_3.www * u_xlat6.xyz + vec3(0.0, 0.0, 1.0); u_xlat5.xyz = u_xlat5.xyz + (-u_xlat6.xyz); u_xlat31 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat31 = inversesqrt(u_xlat31); u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz; u_xlat16_7.x = dot(vs_TEXCOORD2.xyz, (-u_xlat5.xyz)); u_xlat16_7.y = dot(vs_TEXCOORD3.xyz, (-u_xlat5.xyz)); u_xlat16_7.z = dot(vs_TEXCOORD4.xyz, (-u_xlat5.xyz)); u_xlat31 = dot(u_xlat16_7.xyz, u_xlat16_7.xyz); u_xlat31 = inversesqrt(u_xlat31); u_xlat2.xyz = vec3(u_xlat31) * u_xlat16_7.xyz; u_xlat6.x = vs_TEXCOORD2.w; u_xlat6.y = vs_TEXCOORD3.w; u_xlat6.z = vs_TEXCOORD4.w; u_xlat6.xyz = (-u_xlat6.xyz) + _WorldSpaceCameraPos.xyz; u_xlat31 = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlat31 = inversesqrt(u_xlat31); u_xlat16_7.xyz = u_xlat6.xyz * vec3(u_xlat31) + _WorldSpaceLightPos0.xyz; u_xlat16_28 = dot(u_xlat16_7.xyz, u_xlat16_7.xyz); u_xlat16_28 = inversesqrt(u_xlat16_28); u_xlat16_7.xyz = vec3(u_xlat16_28) * u_xlat16_7.xyz; u_xlat16_28 = dot(u_xlat2.xyz, u_xlat16_7.xyz); u_xlat16_28 = max(u_xlat16_28, 0.0); u_xlat31 = log2(u_xlat16_28); u_xlat32 = (-_FaceShininess) + _OutlineShininess; u_xlat32 = u_xlat9 * u_xlat32 + _FaceShininess; u_xlat16_28 = u_xlat32 * 128.0; u_xlat31 = u_xlat31 * u_xlat16_28; u_xlat31 = exp2(u_xlat31); u_xlat16_7.xyz = _LightColor0.xyz * _SpecColor.xyz; u_xlat6.xyz = vec3(u_xlat31) * u_xlat16_7.xyz; u_xlat16_28 = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz); u_xlat16_28 = max(u_xlat16_28, 0.0); u_xlat6.xyz = u_xlat16_1.xyz * vec3(u_xlat16_28) + u_xlat6.xyz; u_xlat2.w = 1.0; u_xlat16_1.x = dot(unity_SHAr, u_xlat2); u_xlat16_1.y = dot(unity_SHAg, u_xlat2); u_xlat16_1.z = dot(unity_SHAb, u_xlat2); u_xlat16_1.xyz = u_xlat16_1.xyz + vs_TEXCOORD7.xyz; u_xlat16_1.xyz = max(u_xlat16_1.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_1.xyz = u_xlat0.xzw * u_xlat16_1.xyz + u_xlat6.xyz; u_xlat0.xzw = u_xlat5.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xzw = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * u_xlat5.xxx + u_xlat0.xzw; u_xlat0.xzw = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * u_xlat5.zzz + u_xlat0.xzw; u_xlat31 = dot(vs_TEXCOORD6.xyz, u_xlat0.xzw); u_xlat31 = u_xlat31 + u_xlat31; u_xlat0.xzw = u_xlat0.xzw * (-vec3(u_xlat31)) + vs_TEXCOORD6.xyz; u_xlat16_0.xzw = texture(_Cube, u_xlat0.xzw).xyz; u_xlat5.xyz = (-_ReflectFaceColor.xyz) + _ReflectOutlineColor.xyz; u_xlat5.xyz = vec3(u_xlat9) * u_xlat5.xyz + _ReflectFaceColor.xyz; u_xlat0.xyz = u_xlat16_0.xzw * u_xlat5.xyz; u_xlat0.xyz = u_xlat0.xyz * u_xlat16_3.www + u_xlat4.xyz; SV_Target0.xyz = u_xlat0.xyz + u_xlat16_1.xyz; return; } #endif ?$Globals€5_Time_WorldSpaceCameraPos_WorldSpaceLightPos0 unity_SHAr0 unity_SHAg@ unity_SHAbP _LightColor0  _SpecColor° _FaceUVSpeedXÀ _FaceUVSpeedYÄ _FaceColorÐ_OutlineSoftnessà_OutlineUVSpeedXä_OutlineUVSpeedYè _OutlineColorð _OutlineWidth_Bevel _BevelOffset _BevelWidth  _BevelClamp_BevelRoundness _BumpOutline _BumpFace_ReflectFaceColor _ReflectOutlineColor0 _GlowColor@ _GlowOffsetP _GlowOuterT _GlowInnerX _GlowPower\ _ShaderFlags` _ScaleRatioAd _ScaleRatioBh _TextureWidthl_TextureHeightp_GradientScalet_FaceShininessx_OutlineShininess| _WeightNormalÀ _WeightBoldÄ _ScaleRatioAÈ_VertexOffsetXÌ_VertexOffsetYÐ_GradientScaleÔ_ScaleXØ_ScaleYÜ_PerspectiveFilterà _Sharpnessä _MainTex_STð _FaceTex_ST_OutlineTex_STunity_ObjectToWorld` _EnvMatrix€_MainTex_FaceTex _OutlineTex_BumpMap_Cube$Globals