uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _Detail; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_3.w; light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz); vec4 c_4; c_4.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * 2.0) * light_2.xyz); c_4.w = 0.0; gl_FragData[0] = c_4; }