¦A  POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFT{#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 vec3 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.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToLight[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz; vs_TEXCOORD3.xyz = hlslcc_mtx4x4unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz; vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0); return; } #endif #ifdef FRAGMENT #version 300 es precision highp int; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 _LightPositionRange; uniform vec4 _LightProjectionParams; 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 _LightTextureB0; uniform highp samplerCube _LightTexture0; uniform highp sampler2D unity_NHxRoughness; uniform lowp samplerCubeShadow hlslcc_zcmp_ShadowMapTexture; uniform lowp samplerCube _ShadowMapTexture; in highp vec2 vs_TEXCOORD0; in highp vec3 vs_TEXCOORD1; in highp vec3 vs_TEXCOORD2; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; vec4 u_xlat1; vec3 u_xlat2; mediump vec3 u_xlat16_3; mediump vec3 u_xlat16_4; vec3 u_xlat5; mediump vec3 u_xlat16_5; lowp vec3 u_xlat10_5; mediump float u_xlat16_8; float u_xlat15; mediump float u_xlat16_18; void main() { u_xlat0.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz); u_xlat15 = max(abs(u_xlat0.y), abs(u_xlat0.x)); u_xlat15 = max(abs(u_xlat0.z), u_xlat15); u_xlat15 = u_xlat15 + (-_LightProjectionParams.z); u_xlat15 = max(u_xlat15, 9.99999975e-06); u_xlat15 = u_xlat15 * _LightProjectionParams.w; u_xlat15 = _LightProjectionParams.y / u_xlat15; u_xlat15 = u_xlat15 + (-_LightProjectionParams.x); u_xlat1.xyz = u_xlat0.xyz + vec3(0.0078125, 0.0078125, 0.0078125); vec4 txVec0 = vec4(u_xlat1.xyz,u_xlat15); u_xlat1.x = texture(hlslcc_zcmp_ShadowMapTexture, txVec0); u_xlat2.xyz = u_xlat0.xyz + vec3(-0.0078125, -0.0078125, 0.0078125); vec4 txVec1 = vec4(u_xlat2.xyz,u_xlat15); u_xlat1.y = texture(hlslcc_zcmp_ShadowMapTexture, txVec1); u_xlat2.xyz = u_xlat0.xyz + vec3(-0.0078125, 0.0078125, -0.0078125); u_xlat0.xyz = u_xlat0.xyz + vec3(0.0078125, -0.0078125, -0.0078125); vec4 txVec2 = vec4(u_xlat0.xyz,u_xlat15); u_xlat1.w = texture(hlslcc_zcmp_ShadowMapTexture, txVec2); vec4 txVec3 = vec4(u_xlat2.xyz,u_xlat15); u_xlat1.z = texture(hlslcc_zcmp_ShadowMapTexture, txVec3); u_xlat0.x = dot(u_xlat1, vec4(0.25, 0.25, 0.25, 0.25)); u_xlat16_3.x = (-_LightShadowData.x) + 1.0; u_xlat16_3.x = u_xlat0.x * u_xlat16_3.x + _LightShadowData.x; u_xlat16_8 = (-u_xlat16_3.x) + 1.0; u_xlat0.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz); u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat0.x = sqrt(u_xlat0.x); u_xlat1.x = hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat1.y = hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat1.z = hlslcc_mtx4x4unity_MatrixV[2].z; u_xlat5.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz; u_xlat1.x = dot(u_xlat5.xyz, u_xlat1.xyz); u_xlat0.x = u_xlat0.x + (-u_xlat1.x); u_xlat0.x = unity_ShadowFadeCenterAndType.w * u_xlat0.x + u_xlat1.x; u_xlat0.x = u_xlat0.x * _LightShadowData.z + _LightShadowData.w; #ifdef UNITY_ADRENO_ES3 u_xlat0.x = min(max(u_xlat0.x, 0.0), 1.0); #else u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); #endif u_xlat16_3.x = u_xlat0.x * u_xlat16_8 + u_xlat16_3.x; u_xlat1.xyz = vs_TEXCOORD2.yyy * hlslcc_mtx4x4unity_WorldToLight[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat1.xyz; u_xlat1.xyz = u_xlat1.xyz + hlslcc_mtx4x4unity_WorldToLight[3].xyz; u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat1.x = texture(_LightTexture0, u_xlat1.xyz).w; u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x; u_xlat0.x = u_xlat1.x * u_xlat0.x; u_xlat0.x = u_xlat16_3.x * u_xlat0.x; u_xlat16_3.xyz = u_xlat0.xxx * _LightColor0.xyz; u_xlat1.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz; u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz; u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat2.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz; u_xlat0.x = dot(u_xlat2.xyz, u_xlat1.xyz); #ifdef UNITY_ADRENO_ES3 u_xlat0.x = min(max(u_xlat0.x, 0.0), 1.0); #else u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); #endif u_xlat16_3.xyz = u_xlat0.xxx * u_xlat16_3.xyz; u_xlat0.x = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xyz = u_xlat0.xxx * u_xlat5.xyz; u_xlat15 = dot(u_xlat0.xyz, u_xlat2.xyz); u_xlat15 = u_xlat15 + u_xlat15; u_xlat0.xyz = u_xlat2.xyz * (-vec3(u_xlat15)) + u_xlat0.xyz; u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz); u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat0.x = u_xlat0.x * u_xlat0.x; u_xlat0.y = (-_Glossiness) + 1.0; u_xlat0.x = texture(unity_NHxRoughness, u_xlat0.xy).x; u_xlat0.x = u_xlat0.x * 16.0; u_xlat10_5.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz; u_xlat16_4.xyz = u_xlat10_5.xyz * _Color.xyz + vec3(-0.220916301, -0.220916301, -0.220916301); u_xlat16_5.xyz = u_xlat10_5.xyz * _Color.xyz; u_xlat16_4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat16_4.xyz + vec3(0.220916301, 0.220916301, 0.220916301); u_xlat16_4.xyz = u_xlat0.xxx * u_xlat16_4.xyz; u_xlat16_18 = (-_Metallic) * 0.779083729 + 0.779083729; u_xlat16_4.xyz = u_xlat16_5.xyz * vec3(u_xlat16_18) + u_xlat16_4.xyz; SV_Target0.xyz = u_xlat16_3.xyz * u_xlat16_4.xyz; SV_Target0.w = 0.0; return; } #endif