struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec2 uv2_LightMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_screen; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _LightMap; uniform sampler2D _MainTex; uniform vec4 unity_Ambient; varying vec4 xlv_FOG; vec4 UnpackNormal ( in vec4 packednormal_1 ) { vec4 normal_2; vec2 tmpvar_3; tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0); normal_2.xy = tmpvar_3.xy.xy; float tmpvar_4; tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y))); float tmpvar_5; tmpvar_5 = tmpvar_4; normal_2.z = vec3(tmpvar_5).z; return normal_2; } void surf ( in Input IN_6, inout SurfaceOutput o_7 ) { vec4 lm_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex); vec3 tmpvar_10; tmpvar_10 = _Color.xyz; vec3 tmpvar_11; tmpvar_11 = (tmpvar_9.xyz * tmpvar_10); o_7.Albedo = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = texture2D (_LightMap, IN_6.uv2_LightMap); vec4 tmpvar_13; tmpvar_13 = tmpvar_12; lm_8 = tmpvar_13; vec3 tmpvar_14; tmpvar_14 = (lm_8.xyz * o_7.Albedo.xyz); o_7.Emission = tmpvar_14; float tmpvar_15; tmpvar_15 = (lm_8.w * _Color.w); o_7.Alpha = tmpvar_15; vec4 tmpvar_16; tmpvar_16 = texture2D (_BumpMap, IN_6.uv_BumpMap); vec4 tmpvar_17; tmpvar_17 = UnpackNormal (tmpvar_16); vec3 tmpvar_18; tmpvar_18 = tmpvar_17.xyz; vec3 tmpvar_19; tmpvar_19 = tmpvar_18; o_7.Normal = tmpvar_19; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_20, in vec4 light_21 ) { vec4 c_22; vec3 tmpvar_23; tmpvar_23 = (s_20.Albedo * light_21.xyz); c_22.xyz = tmpvar_23.xyz.xyz; float tmpvar_24; tmpvar_24 = s_20.Alpha; c_22.w = vec4(tmpvar_24).w; return c_22; } vec4 frag_surf ( in v2f_surf IN_25 ) { vec4 col_26; vec4 light_27; SurfaceOutput o_28; Input surfIN_29; vec2 tmpvar_30; tmpvar_30 = IN_25.hip_pack0.xy; surfIN_29.uv_MainTex = tmpvar_30; vec2 tmpvar_31; tmpvar_31 = IN_25.hip_pack0.zw; surfIN_29.uv2_LightMap = tmpvar_31; vec3 tmpvar_32; tmpvar_32 = vec3(0.0, 0.0, 0.0); o_28.Albedo = tmpvar_32; vec3 tmpvar_33; tmpvar_33 = vec3(0.0, 0.0, 0.0); o_28.Emission = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_28.Specular = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_28.Alpha = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.0; o_28.Gloss = tmpvar_36; surf (surfIN_29, o_28); vec4 tmpvar_37; tmpvar_37 = texture2DProj (_LightBuffer, IN_25.hip_screen); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; light_27 = tmpvar_38; vec4 tmpvar_39; tmpvar_39 = log2 (light_27); vec4 tmpvar_40; tmpvar_40 = -(tmpvar_39); light_27 = tmpvar_40; vec3 tmpvar_41; tmpvar_41 = (light_27.xyz + unity_Ambient.xyz); light_27.xyz = tmpvar_41.xyz.xyz; vec4 tmpvar_42; tmpvar_42 = LightingLambert_PrePass (o_28, light_27); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; col_26 = tmpvar_43; vec3 tmpvar_44; tmpvar_44 = (col_26.xyz + o_28.Emission); col_26.xyz = tmpvar_44.xyz.xyz; return col_26; } void main () { v2f_surf xlt_IN_45; vec4 xl_retval_46; vec4 tmpvar_47; tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_45.pos = tmpvar_47; float tmpvar_48; tmpvar_48 = xlv_FOG.x; xlt_IN_45.fog = tmpvar_48; vec4 tmpvar_49; tmpvar_49 = gl_TexCoord[0].xyzw; vec4 tmpvar_50; tmpvar_50 = tmpvar_49; xlt_IN_45.hip_pack0 = tmpvar_50; vec4 tmpvar_51; tmpvar_51 = gl_TexCoord[1].xyzw; vec4 tmpvar_52; tmpvar_52 = tmpvar_51; xlt_IN_45.hip_screen = tmpvar_52; vec4 tmpvar_53; tmpvar_53 = frag_surf (xlt_IN_45); vec4 tmpvar_54; tmpvar_54 = tmpvar_53; xl_retval_46 = tmpvar_54; vec4 tmpvar_55; tmpvar_55 = xl_retval_46.xyzw; vec4 tmpvar_56; tmpvar_56 = tmpvar_55; gl_FragData[0] = tmpvar_56; }