¦A SPOT SHADOWS_DEPTHß#ifdef VERTEX #version 300 es uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[4]; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; out highp vec2 vs_TEXCOORD0; out highp vec3 vs_TEXCOORD1; out highp vec3 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; float u_xlat10; 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; u_xlat1.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat1.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat1.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat10 = inversesqrt(u_xlat10); vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz; vs_TEXCOORD2.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 = u_xlat0.yyyy * hlslcc_mtx4x4unity_WorldToLight[1]; u_xlat1 = hlslcc_mtx4x4unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1; vs_TEXCOORD3 = hlslcc_mtx4x4unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1; vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0); return; } #endif #ifdef FRAGMENT #version 300 es #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #endif precision highp int; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 hlslcc_mtx4x4unity_WorldToShadow[16]; uniform mediump vec4 _LightShadowData; uniform vec4 unity_ShadowFadeCenterAndType; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform mediump vec4 _LightColor0; uniform vec4 hlslcc_mtx4x4unity_WorldToLight[4]; uniform mediump float _Glossiness; uniform mediump float _Metallic; uniform mediump vec4 _Color; uniform lowp sampler2D _MainTex; uniform highp sampler2D _LightTexture0; uniform highp sampler2D _LightTextureB0; uniform lowp sampler2DShadow hlslcc_zcmp_ShadowMapTexture; uniform lowp sampler2D _ShadowMapTexture; in highp vec2 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; in highp vec3 vs_TEXCOORD2; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; mediump float u_xlat16_0; lowp float u_xlat10_0; vec3 u_xlat1; mediump vec3 u_xlat16_1; lowp vec3 u_xlat10_1; bool u_xlatb1; mediump vec3 u_xlat16_2; vec3 u_xlat3; mediump float u_xlat16_3; mediump vec3 u_xlat16_4; vec3 u_xlat5; mediump float u_xlat16_5; mediump float u_xlat16_7; float u_xlat10; float u_xlat15; mediump float u_xlat16_15; mediump float u_xlat16_16; mediump float u_xlat16_17; void main() { u_xlat0 = vs_TEXCOORD2.yyyy * hlslcc_mtx4x4unity_WorldToLight[1]; u_xlat0 = hlslcc_mtx4x4unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat0; u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_WorldToLight[3]; u_xlat1.xy = u_xlat0.xy / u_xlat0.ww; u_xlat1.xy = u_xlat1.xy + vec2(0.5, 0.5); u_xlat15 = texture(_LightTexture0, u_xlat1.xy).w; #ifdef UNITY_ADRENO_ES3 u_xlatb1 = !!(0.0