struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } void surf ( in Input IN_2, inout SurfaceOutput o_3 ) { vec4 c_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex); vec4 tmpvar_6; tmpvar_6 = (tmpvar_5 * _Color); c_4 = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = c_4.xyz; o_3.Albedo = tmpvar_7; float tmpvar_8; tmpvar_8 = c_4.w; o_3.Alpha = tmpvar_8; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_9, in vec4 light_10 ) { vec4 c_11; vec3 tmpvar_12; tmpvar_12 = (s_9.Albedo * light_10.xyz); c_11.xyz = tmpvar_12.xyz.xyz; float tmpvar_13; tmpvar_13 = s_9.Alpha; c_11.w = vec4(tmpvar_13).w; return c_11; } vec4 frag_surf ( in v2f_surf IN_14 ) { vec4 col_15; vec4 light_16; SurfaceOutput o_17; Input surfIN_18; vec2 tmpvar_19; tmpvar_19 = IN_14.hip_pack0.xy; surfIN_18.uv_MainTex = tmpvar_19; vec3 tmpvar_20; tmpvar_20 = vec3(0.0, 0.0, 0.0); o_17.Albedo = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = vec3(0.0, 0.0, 0.0); o_17.Emission = tmpvar_21; float tmpvar_22; tmpvar_22 = 0.0; o_17.Specular = tmpvar_22; float tmpvar_23; tmpvar_23 = 0.0; o_17.Alpha = tmpvar_23; float tmpvar_24; tmpvar_24 = 0.0; o_17.Gloss = tmpvar_24; surf (surfIN_18, o_17); xll_clip ((o_17.Alpha - _Cutoff)); vec4 tmpvar_25; tmpvar_25 = texture2DProj (_LightBuffer, IN_14.hip_screen); vec4 tmpvar_26; tmpvar_26 = tmpvar_25; light_16 = tmpvar_26; vec4 tmpvar_27; tmpvar_27 = log2 (light_16); vec4 tmpvar_28; tmpvar_28 = -(tmpvar_27); light_16 = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = (light_16.xyz + unity_Ambient.xyz); light_16.xyz = tmpvar_29.xyz.xyz; vec4 tmpvar_30; tmpvar_30 = LightingLambert_PrePass (o_17, light_16); vec4 tmpvar_31; tmpvar_31 = tmpvar_30; col_15 = tmpvar_31; return col_15; } void main () { v2f_surf xlt_IN_32; vec4 xl_retval_33; vec4 tmpvar_34; tmpvar_34 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_32.pos = tmpvar_34; float tmpvar_35; tmpvar_35 = xlv_FOG.x; xlt_IN_32.fog = tmpvar_35; vec2 tmpvar_36; tmpvar_36 = gl_TexCoord[0].xy; vec2 tmpvar_37; tmpvar_37 = tmpvar_36; xlt_IN_32.hip_pack0 = tmpvar_37; vec4 tmpvar_38; tmpvar_38 = gl_TexCoord[1].xyzw; vec4 tmpvar_39; tmpvar_39 = tmpvar_38; xlt_IN_32.hip_screen = tmpvar_39; vec4 tmpvar_40; tmpvar_40 = frag_surf (xlt_IN_32); vec4 tmpvar_41; tmpvar_41 = tmpvar_40; xl_retval_33 = tmpvar_41; vec4 tmpvar_42; tmpvar_42 = xl_retval_33.xyzw; vec4 tmpvar_43; tmpvar_43 = tmpvar_42; gl_FragData[0] = tmpvar_43; }