À ºu  SHADOWS_CUBEÃ #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 unity_LightShadowBias; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; uniform vec4 _OutlineTex_ST; uniform float _OutlineWidth; uniform float _FaceDilate; uniform float _ScaleRatioA; in highp vec4 in_POSITION0; in highp vec4 in_TEXCOORD0; out highp vec2 vs_TEXCOORD1; highp vec2 vs_TEXCOORD3; out highp float vs_TEXCOORD2; vec4 u_xlat0; vec4 u_xlat1; 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; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; u_xlat1.x = max((-u_xlat0.w), u_xlat0.z); u_xlat1.x = (-u_xlat0.z) + u_xlat1.x; gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z; gl_Position.xyw = u_xlat0.xyw; vs_TEXCOORD1.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD3.xy = in_TEXCOORD0.xy * _OutlineTex_ST.xy + _OutlineTex_ST.zw; u_xlat0.x = (-_OutlineWidth) * _ScaleRatioA + 1.0; u_xlat0.x = (-_FaceDilate) * _ScaleRatioA + u_xlat0.x; vs_TEXCOORD2 = u_xlat0.x * 0.5; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #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 UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in highp vec2 vs_TEXCOORD1; in highp float vs_TEXCOORD2; layout(location = 0) out highp vec4 SV_Target0; float u_xlat0; mediump float u_xlat16_0; bool u_xlatb0; void main() { u_xlat16_0 = texture(_MainTex, vs_TEXCOORD1.xy).w; u_xlat0 = u_xlat16_0 + (-vs_TEXCOORD2); u_xlatb0 = u_xlat0<0.0; if(u_xlatb0){discard;} SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0); return; } #endif $Globals¼unity_LightShadowBias _MainTex_ST�_OutlineTex_ST  _OutlineWidth° _FaceDilate´ _ScaleRatioA¸unity_ObjectToWorldunity_MatrixVPP_MainTex$Globals