struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_Control; vec2 uv_Splat0; vec2 uv_Splat1; vec2 uv_Splat2; vec2 uv_Splat3; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_pack1; vec2 hip_pack2; vec3 normal; vec3 vlight; vec4 _ShadowCoord; }; varying vec4 xlv_FOG; uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _Splat3; uniform sampler2D _Splat2; uniform sampler2D _Splat1; uniform sampler2D _Splat0; uniform sampler2D _ShadowMapTexture; uniform vec4 _LightColor0; uniform sampler2D _Control; float unitySampleShadow ( in vec4 shadowCoord_1 ) { float shadow_2; vec4 tmpvar_3; tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1); float tmpvar_4; tmpvar_4 = tmpvar_3.x; shadow_2 = tmpvar_4; return shadow_2; } void surf ( in Input IN_5, inout SurfaceOutput o_6 ) { vec3 col_7; vec4 splat_control_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_Control, IN_5.uv_Control); vec4 tmpvar_10; tmpvar_10 = tmpvar_9; splat_control_8 = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = texture2D (_Splat0, IN_5.uv_Splat0); vec3 tmpvar_12; tmpvar_12 = (splat_control_8.x * tmpvar_11.xyz); col_7 = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = texture2D (_Splat1, IN_5.uv_Splat1); vec3 tmpvar_14; tmpvar_14 = (col_7 + (splat_control_8.y * tmpvar_13.xyz)); col_7 = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (_Splat2, IN_5.uv_Splat2); vec3 tmpvar_16; tmpvar_16 = (col_7 + (splat_control_8.z * tmpvar_15.xyz)); col_7 = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (_Splat3, IN_5.uv_Splat3); vec3 tmpvar_18; tmpvar_18 = (col_7 + (splat_control_8.w * tmpvar_17.xyz)); col_7 = tmpvar_18; vec3 tmpvar_19; tmpvar_19 = col_7; o_6.Albedo = tmpvar_19; float tmpvar_20; tmpvar_20 = 0.0; o_6.Alpha = tmpvar_20; } vec4 LightingLambert ( in SurfaceOutput s_21, in vec3 lightDir_22, in float atten_23 ) { vec4 c_24; float diff_25; float tmpvar_26; tmpvar_26 = dot (s_21.Normal, lightDir_22); float tmpvar_27; tmpvar_27 = max (0.0, tmpvar_26); float tmpvar_28; tmpvar_28 = tmpvar_27; diff_25 = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = ((s_21.Albedo * _LightColor0.xyz) * ((diff_25 * atten_23) * 2.0)); c_24.xyz = tmpvar_29.xyz.xyz; float tmpvar_30; tmpvar_30 = s_21.Alpha; c_24.w = vec4(tmpvar_30).w; return c_24; } vec4 frag_surf ( in v2f_surf IN_31 ) { vec4 c_32; float atten_33; SurfaceOutput o_34; Input surfIN_35; vec2 tmpvar_36; tmpvar_36 = IN_31.hip_pack0.xy; surfIN_35.uv_Control = tmpvar_36; vec2 tmpvar_37; tmpvar_37 = IN_31.hip_pack0.zw; surfIN_35.uv_Splat0 = tmpvar_37; vec2 tmpvar_38; tmpvar_38 = IN_31.hip_pack1.xy; surfIN_35.uv_Splat1 = tmpvar_38; vec2 tmpvar_39; tmpvar_39 = IN_31.hip_pack1.zw; surfIN_35.uv_Splat2 = tmpvar_39; vec2 tmpvar_40; tmpvar_40 = IN_31.hip_pack2.xy; surfIN_35.uv_Splat3 = tmpvar_40; vec3 tmpvar_41; tmpvar_41 = vec3(0.0, 0.0, 0.0); o_34.Albedo = tmpvar_41; vec3 tmpvar_42; tmpvar_42 = vec3(0.0, 0.0, 0.0); o_34.Emission = tmpvar_42; float tmpvar_43; tmpvar_43 = 0.0; o_34.Specular = tmpvar_43; float tmpvar_44; tmpvar_44 = 0.0; o_34.Alpha = tmpvar_44; float tmpvar_45; tmpvar_45 = 0.0; o_34.Gloss = tmpvar_45; vec3 tmpvar_46; tmpvar_46 = IN_31.normal; o_34.Normal = tmpvar_46; surf (surfIN_35, o_34); float tmpvar_47; tmpvar_47 = unitySampleShadow (IN_31._ShadowCoord); float tmpvar_48; tmpvar_48 = tmpvar_47; atten_33 = tmpvar_48; vec4 tmpvar_49; tmpvar_49 = LightingLambert (o_34, _WorldSpaceLightPos0.xyz, atten_33); vec4 tmpvar_50; tmpvar_50 = tmpvar_49; c_32 = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = (c_32.xyz + (o_34.Albedo * IN_31.vlight)); c_32.xyz = tmpvar_51.xyz.xyz; return c_32; } void main () { v2f_surf xlt_IN_52; vec4 xl_retval_53; vec4 tmpvar_54; tmpvar_54 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_52.pos = tmpvar_54; float tmpvar_55; tmpvar_55 = xlv_FOG.x; xlt_IN_52.fog = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = gl_TexCoord[0].xyzw; vec4 tmpvar_57; tmpvar_57 = tmpvar_56; xlt_IN_52.hip_pack0 = tmpvar_57; vec4 tmpvar_58; tmpvar_58 = gl_TexCoord[1].xyzw; vec4 tmpvar_59; tmpvar_59 = tmpvar_58; xlt_IN_52.hip_pack1 = tmpvar_59; vec2 tmpvar_60; tmpvar_60 = gl_TexCoord[2].xy; vec2 tmpvar_61; tmpvar_61 = tmpvar_60; xlt_IN_52.hip_pack2 = tmpvar_61; vec3 tmpvar_62; tmpvar_62 = gl_TexCoord[3].xyz; vec3 tmpvar_63; tmpvar_63 = tmpvar_62; xlt_IN_52.normal = tmpvar_63; vec3 tmpvar_64; tmpvar_64 = gl_TexCoord[4].xyz; vec3 tmpvar_65; tmpvar_65 = tmpvar_64; xlt_IN_52.vlight = tmpvar_65; vec4 tmpvar_66; tmpvar_66 = gl_TexCoord[5].xyzw; vec4 tmpvar_67; tmpvar_67 = tmpvar_66; xlt_IN_52._ShadowCoord = tmpvar_67; vec4 tmpvar_68; tmpvar_68 = frag_surf (xlt_IN_52); vec4 tmpvar_69; tmpvar_69 = tmpvar_68; xl_retval_53 = tmpvar_69; vec4 tmpvar_70; tmpvar_70 = xl_retval_53.xyzw; vec4 tmpvar_71; tmpvar_71 = tmpvar_70; gl_FragData[0] = tmpvar_71; }