struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 normal; vec3 vlight; vec4 _ShadowCoord; }; uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform sampler2D _ShadowMapTexture; uniform vec4 _WorldSpaceLightPos0; varying vec4 xlv_FOG; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } float unitySampleShadow ( in vec4 shadowCoord_2 ) { float shadow_3; vec4 tmpvar_4; tmpvar_4 = texture2DProj (_ShadowMapTexture, shadowCoord_2); float tmpvar_5; tmpvar_5 = tmpvar_4.x; shadow_3 = tmpvar_5; return shadow_3; } void surf ( in Input IN_6, inout SurfaceOutput o_7 ) { vec4 c_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex); vec4 tmpvar_10; tmpvar_10 = (tmpvar_9 * IN_6.color); c_8 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = c_8.xyz; o_7.Albedo = tmpvar_11; float tmpvar_12; tmpvar_12 = c_8.w; o_7.Alpha = tmpvar_12; } vec4 LightingLambert ( in SurfaceOutput s_13, in vec3 lightDir_14, in float atten_15 ) { vec4 c_16; float diff_17; float tmpvar_18; tmpvar_18 = dot (s_13.Normal, lightDir_14); float tmpvar_19; tmpvar_19 = max (0.0, tmpvar_18); float tmpvar_20; tmpvar_20 = tmpvar_19; diff_17 = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = ((s_13.Albedo * _LightColor0.xyz) * ((diff_17 * atten_15) * 2.0)); c_16.xyz = tmpvar_21.xyz.xyz; float tmpvar_22; tmpvar_22 = s_13.Alpha; c_16.w = vec4(tmpvar_22).w; return c_16; } vec4 frag_surf ( in v2f_surf IN_23 ) { vec4 c_24; float atten_25; SurfaceOutput o_26; Input surfIN_27; vec2 tmpvar_28; tmpvar_28 = IN_23.hip_pack0.xy; surfIN_27.uv_MainTex = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = IN_23.lop_color; surfIN_27.color = tmpvar_29; vec3 tmpvar_30; tmpvar_30 = vec3(0.0, 0.0, 0.0); o_26.Albedo = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = vec3(0.0, 0.0, 0.0); o_26.Emission = tmpvar_31; float tmpvar_32; tmpvar_32 = 0.0; o_26.Specular = tmpvar_32; float tmpvar_33; tmpvar_33 = 0.0; o_26.Alpha = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_26.Gloss = tmpvar_34; vec3 tmpvar_35; tmpvar_35 = IN_23.normal; o_26.Normal = tmpvar_35; surf (surfIN_27, o_26); xll_clip ((o_26.Alpha - _Cutoff)); float tmpvar_36; tmpvar_36 = unitySampleShadow (IN_23._ShadowCoord); float tmpvar_37; tmpvar_37 = tmpvar_36; atten_25 = tmpvar_37; vec4 tmpvar_38; tmpvar_38 = LightingLambert (o_26, _WorldSpaceLightPos0.xyz, atten_25); vec4 tmpvar_39; tmpvar_39 = tmpvar_38; c_24 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = (c_24.xyz + (o_26.Albedo * IN_23.vlight)); c_24.xyz = tmpvar_40.xyz.xyz; float tmpvar_41; tmpvar_41 = o_26.Alpha; c_24.w = vec4(tmpvar_41).w; return c_24; } void main () { v2f_surf xlt_IN_42; vec4 xl_retval_43; vec4 tmpvar_44; tmpvar_44 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_42.pos = tmpvar_44; float tmpvar_45; tmpvar_45 = xlv_FOG.x; xlt_IN_42.fog = tmpvar_45; vec2 tmpvar_46; tmpvar_46 = gl_TexCoord[0].xy; vec2 tmpvar_47; tmpvar_47 = tmpvar_46; xlt_IN_42.hip_pack0 = tmpvar_47; vec4 tmpvar_48; tmpvar_48 = gl_Color.xyzw; vec4 tmpvar_49; tmpvar_49 = tmpvar_48; xlt_IN_42.lop_color = tmpvar_49; vec3 tmpvar_50; tmpvar_50 = gl_TexCoord[1].xyz; vec3 tmpvar_51; tmpvar_51 = tmpvar_50; xlt_IN_42.normal = tmpvar_51; vec3 tmpvar_52; tmpvar_52 = gl_TexCoord[2].xyz; vec3 tmpvar_53; tmpvar_53 = tmpvar_52; xlt_IN_42.vlight = tmpvar_53; vec4 tmpvar_54; tmpvar_54 = gl_TexCoord[3].xyzw; vec4 tmpvar_55; tmpvar_55 = tmpvar_54; xlt_IN_42._ShadowCoord = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = frag_surf (xlt_IN_42); vec4 tmpvar_57; tmpvar_57 = tmpvar_56; xl_retval_43 = tmpvar_57; vec4 tmpvar_58; tmpvar_58 = xl_retval_43.xyzw; vec4 tmpvar_59; tmpvar_59 = tmpvar_58; gl_FragData[0] = tmpvar_59; }