uniform vec4 unity_Ambient; uniform float _RimPower; uniform vec4 _RimColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; void main () { vec4 col_1; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_2.w = tmpvar_3.w; light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz); vec4 c_4; c_4.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz); c_4.w = 0.0; col_1.w = c_4.w; col_1.xyz = (c_4.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize(gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower))); gl_FragData[0] = col_1; }