è:ºu GLOW_ON UNDERLAY_ON~1#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 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform float _FaceDilate; uniform float _OutlineSoftness; uniform float _OutlineWidth; uniform vec4 hlslcc_mtx4x4_EnvMatrix[4]; uniform mediump vec4 _UnderlayColor; uniform float _UnderlayOffsetX; uniform float _UnderlayOffsetY; uniform float _UnderlayDilate; uniform float _UnderlaySoftness; uniform float _GlowOffset; uniform float _GlowOuter; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _ScaleRatioB; uniform float _ScaleRatioC; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform vec4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; uniform float _TextureWidth; uniform float _TextureHeight; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; uniform vec4 _FaceTex_ST; uniform vec4 _OutlineTex_ST; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; uniform int _UIVertexColorAlwaysGammaSpace; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in mediump vec4 in_COLOR0; in highp vec4 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; highp vec4 vs_TEXCOORD2; highp vec3 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; out mediump vec4 vs_COLOR1; out highp vec4 vs_TEXCOORD5; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; bvec3 u_xlatb2; vec4 u_xlat3; vec4 u_xlat4; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; vec3 u_xlat6; float u_xlat7; vec3 u_xlat10; float u_xlat14; float u_xlat16; float u_xlat21; float u_xlat22; bool u_xlatb22; float u_xlat23; 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_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.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; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3; gl_Position = u_xlat2; u_xlat16_4.xyz = in_COLOR0.xyz * vec3(0.265884995, 0.265884995, 0.265884995) + vec3(0.736584008, 0.736584008, 0.736584008); u_xlat16_4.xyz = in_COLOR0.xyz * u_xlat16_4.xyz + vec3(-0.00980184041, -0.00980184041, -0.00980184041); u_xlat16_4.xyz = in_COLOR0.xyz * u_xlat16_4.xyz + vec3(0.00319697009, 0.00319697009, 0.00319697009); u_xlat16_5.xyz = in_COLOR0.xyz * vec3(0.0849710032, 0.0849710032, 0.0849710032) + vec3(-0.000163029006, -0.000163029006, -0.000163029006); u_xlatb2.xyz = lessThan(in_COLOR0.xyzx, vec4(0.0725490004, 0.0725490004, 0.0725490004, 0.0)).xyz; { vec3 hlslcc_movcTemp = u_xlat16_4; hlslcc_movcTemp.x = (u_xlatb2.x) ? u_xlat16_5.x : u_xlat16_4.x; hlslcc_movcTemp.y = (u_xlatb2.y) ? u_xlat16_5.y : u_xlat16_4.y; hlslcc_movcTemp.z = (u_xlatb2.z) ? u_xlat16_5.z : u_xlat16_4.z; u_xlat16_4 = hlslcc_movcTemp; } vs_COLOR0.xyz = (int(_UIVertexColorAlwaysGammaSpace) != 0) ? u_xlat16_4.xyz : in_COLOR0.xyz; vs_COLOR0.w = in_COLOR0.w; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlat14 = (-_OutlineWidth) * _ScaleRatioA + 1.0; u_xlat14 = (-_OutlineSoftness) * _ScaleRatioA + u_xlat14; u_xlat21 = (-_GlowOffset) * _ScaleRatioB + 1.0; u_xlat21 = (-_GlowOuter) * _ScaleRatioB + u_xlat21; u_xlat14 = min(u_xlat21, u_xlat14); 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 = abs(u_xlat2.xy) * vec2(_ScaleX, _ScaleY); u_xlat2.xy = u_xlat2.ww / 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_xlat16 = _Sharpness + 1.0; u_xlat22 = u_xlat22 * u_xlat16; u_xlat16 = u_xlat21 * u_xlat22; u_xlat23 = (-_PerspectiveFilter) + 1.0; u_xlat23 = u_xlat23 * abs(u_xlat16); u_xlat21 = u_xlat21 * u_xlat22 + (-u_xlat23); u_xlat3.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat3.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat3.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat22 = dot(u_xlat3.xyz, u_xlat3.xyz); u_xlat22 = inversesqrt(u_xlat22); u_xlat3.xyz = vec3(u_xlat22) * u_xlat3.xyz; u_xlat22 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat22 = inversesqrt(u_xlat22); u_xlat6.xyz = vec3(u_xlat22) * u_xlat1.xyz; u_xlat22 = dot(u_xlat3.xyz, u_xlat6.xyz); u_xlat21 = abs(u_xlat22) * u_xlat21 + u_xlat23; u_xlatb22 = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0; u_xlat10.x = (u_xlatb22) ? u_xlat21 : u_xlat16; u_xlat21 = 0.5 / u_xlat10.x; u_xlat14 = u_xlat14 * 0.5 + (-u_xlat21); u_xlatb22 = 0.0>=in_TEXCOORD0.w; u_xlat22 = u_xlatb22 ? 1.0 : float(0.0); u_xlat16 = (-_WeightNormal) + _WeightBold; u_xlat22 = u_xlat22 * u_xlat16 + _WeightNormal; u_xlat22 = u_xlat22 * 0.25 + _FaceDilate; u_xlat22 = u_xlat22 * _ScaleRatioA; vs_TEXCOORD1.x = (-u_xlat22) * 0.5 + u_xlat14; u_xlat10.z = u_xlat22 * 0.5; u_xlat14 = (-u_xlat22) * 0.5 + 0.5; vs_TEXCOORD1.yw = u_xlat10.xz; vs_TEXCOORD1.z = u_xlat21 + u_xlat14; u_xlat4 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat4 = min(u_xlat4, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat4.xy); vs_TEXCOORD2.xy = (-u_xlat4.zw) + u_xlat0.xy; u_xlat0.xy = max(vec2(_MaskSoftnessX, _MaskSoftnessY), vec2(_UIMaskSoftnessX, _UIMaskSoftnessY)); u_xlat0.xy = u_xlat0.xy * vec2(0.25, 0.25) + u_xlat2.xy; vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy; u_xlat0.xyw = u_xlat1.yyy * hlslcc_mtx4x4_EnvMatrix[1].xyz; u_xlat0.xyw = hlslcc_mtx4x4_EnvMatrix[0].xyz * u_xlat1.xxx + u_xlat0.xyw; vs_TEXCOORD3.xyz = hlslcc_mtx4x4_EnvMatrix[2].xyz * u_xlat1.zzz + u_xlat0.xyw; u_xlat1 = vec4(_UnderlaySoftness, _UnderlayDilate, _UnderlayOffsetX, _UnderlayOffsetY) * vec4(vec4(_ScaleRatioC, _ScaleRatioC, _ScaleRatioC, _ScaleRatioC)); u_xlat0.x = u_xlat1.x * u_xlat10.x + 1.0; u_xlat0.x = u_xlat10.x / u_xlat0.x; u_xlat7 = u_xlat14 * u_xlat0.x + -0.5; u_xlat14 = u_xlat0.x * u_xlat1.y; u_xlat1.xy = (-u_xlat1.zw) * vec2(_GradientScale); u_xlat1.xy = u_xlat1.xy / vec2(_TextureWidth, _TextureHeight); vs_TEXCOORD4.xy = u_xlat1.xy + in_TEXCOORD0.xy; vs_TEXCOORD4.z = u_xlat0.x; vs_TEXCOORD4.w = (-u_xlat14) * 0.5 + u_xlat7; u_xlat0.xyz = _UnderlayColor.www * _UnderlayColor.xyz; vs_COLOR1.xyz = u_xlat0.xyz; vs_COLOR1.w = _UnderlayColor.w; vs_TEXCOORD5.xy = in_TEXCOORD1.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; vs_TEXCOORD5.zw = in_TEXCOORD1.xy * _OutlineTex_ST.xy + _OutlineTex_ST.zw; 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 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 mediump vec4 _GlowColor; uniform float _GlowOffset; uniform float _GlowOuter; uniform float _GlowInner; uniform float _GlowPower; uniform float _ScaleRatioA; uniform float _ScaleRatioB; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _FaceTex; UNITY_LOCATION(2) uniform mediump sampler2D _OutlineTex; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec4 vs_TEXCOORD4; in mediump vec4 vs_COLOR1; in highp vec4 vs_TEXCOORD5; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; mediump float u_xlat16_0; vec4 u_xlat1; mediump float u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; vec4 u_xlat3; mediump vec4 u_xlat16_3; mediump vec3 u_xlat16_4; mediump vec4 u_xlat16_5; vec3 u_xlat6; mediump float u_xlat16_6; bool u_xlatb6; mediump float u_xlat16_7; float u_xlat12; mediump float u_xlat16_13; void main() { u_xlat0.x = _OutlineWidth * _ScaleRatioA; u_xlat0.x = u_xlat0.x * vs_TEXCOORD1.y; u_xlat16_1 = min(u_xlat0.x, 1.0); u_xlat16_7 = u_xlat0.x * 0.5; u_xlat16_1 = sqrt(u_xlat16_1); u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat0.x = (-u_xlat16_0) + vs_TEXCOORD1.z; u_xlat16_13 = u_xlat0.x * vs_TEXCOORD1.y + u_xlat16_7; u_xlat16_13 = clamp(u_xlat16_13, 0.0, 1.0); u_xlat16_7 = u_xlat0.x * vs_TEXCOORD1.y + (-u_xlat16_7); u_xlat16_1 = u_xlat16_1 * u_xlat16_13; u_xlat6.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD5.zw; u_xlat16_2 = texture(_OutlineTex, u_xlat6.xy); u_xlat3 = u_xlat16_2 * _OutlineColor; u_xlat16_4.xyz = vs_COLOR0.xyz * _FaceColor.xyz; u_xlat6.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD5.xy; u_xlat16_5 = texture(_FaceTex, u_xlat6.xy); u_xlat6.xyz = u_xlat16_4.xyz * u_xlat16_5.xyz; u_xlat2.x = u_xlat16_5.w * _FaceColor.w; u_xlat16_4.xyz = u_xlat6.xyz * u_xlat2.xxx; u_xlat16_3.xyz = u_xlat3.xyz * u_xlat3.www + (-u_xlat16_4.xyz); u_xlat16_3.w = _OutlineColor.w * u_xlat16_2.w + (-u_xlat2.x); u_xlat16_3 = vec4(u_xlat16_1) * u_xlat16_3; u_xlat16_2.xyz = u_xlat6.xyz * u_xlat2.xxx + u_xlat16_3.xyz; u_xlat16_2.w = _FaceColor.w * u_xlat16_5.w + u_xlat16_3.w; u_xlat0.y = _OutlineSoftness * _ScaleRatioA; u_xlat0.xz = u_xlat0.xy * vs_TEXCOORD1.yy; u_xlat16_1 = u_xlat0.y * vs_TEXCOORD1.y + 1.0; u_xlat16_7 = u_xlat0.z * 0.5 + u_xlat16_7; u_xlat16_1 = u_xlat16_7 / u_xlat16_1; u_xlat16_1 = clamp(u_xlat16_1, 0.0, 1.0); u_xlat16_1 = (-u_xlat16_1) + 1.0; u_xlat16_3 = vec4(u_xlat16_1) * u_xlat16_2; u_xlat16_1 = (-u_xlat16_2.w) * u_xlat16_1 + 1.0; u_xlat16_6 = texture(_MainTex, vs_TEXCOORD4.xy).w; u_xlat6.x = u_xlat16_6 * vs_TEXCOORD4.z + (-vs_TEXCOORD4.w); u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0); u_xlat2 = u_xlat6.xxxx * vs_COLOR1; u_xlat1 = u_xlat2 * vec4(u_xlat16_1) + u_xlat16_3; u_xlat6.x = _GlowOffset * _ScaleRatioB; u_xlat6.x = u_xlat6.x * vs_TEXCOORD1.y; u_xlat0.x = (-u_xlat6.x) * 0.5 + u_xlat0.x; u_xlatb6 = u_xlat0.x>=0.0; u_xlat6.x = u_xlatb6 ? 1.0 : float(0.0); u_xlat12 = _GlowOuter * _ScaleRatioB + (-_GlowInner); u_xlat6.x = u_xlat6.x * u_xlat12 + _GlowInner; u_xlat6.x = u_xlat6.x * vs_TEXCOORD1.y; u_xlat12 = u_xlat6.x * 0.5 + 1.0; u_xlat6.x = u_xlat6.x * 0.5; u_xlat6.x = min(u_xlat6.x, 1.0); u_xlat6.x = sqrt(u_xlat6.x); u_xlat0.x = u_xlat0.x / u_xlat12; 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_xlat6.x * u_xlat0.x; u_xlat0.x = dot(_GlowColor.ww, u_xlat0.xx); u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat1.xyz = _GlowColor.xyz * u_xlat0.xxx + u_xlat1.xyz; SV_Target0 = u_xlat1 * vs_COLOR0.wwww; return; } #endif ;$Globalsˆ3_Time _FaceUVSpeedX _FaceUVSpeedY _FaceColor _OutlineSoftness0_OutlineUVSpeedX4_OutlineUVSpeedY8 _OutlineColor@ _OutlineWidthP _GlowColor` _GlowOffsetp _GlowOutert _GlowInnerx _GlowPower| _ScaleRatioA€ _ScaleRatioB„ _FaceDilate _OutlineSoftness$ _OutlineWidth(_UnderlayColorp_UnderlayOffsetX€_UnderlayOffsetY„_UnderlayDilateˆ_UnderlaySoftnessŒ _GlowOffset� _GlowOuter” _WeightNormal˜ _WeightBoldœ _ScaleRatioA  _ScaleRatioB¤ _ScaleRatioC¨_VertexOffsetX¬_VertexOffsetY° _ClipRectÀ_MaskSoftnessXÐ_MaskSoftnessYÔ _TextureWidthØ_TextureHeightÜ_GradientScaleà_ScaleXä_ScaleYè_PerspectiveFilterì _Sharpnessð _FaceTex_ST_OutlineTex_ST_UIMaskSoftnessX _UIMaskSoftnessY$_UIVertexColorAlwaysGammaSpace(glstate_matrix_projection unity_MatrixVPà _EnvMatrix0_MainTex_FaceTex _OutlineTex$Globals