struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; uniform sampler2D _BumpMap; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } vec4 UnpackNormal ( in vec4 packednormal_2 ) { vec4 normal_3; vec2 tmpvar_4; tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0); normal_3.xy = tmpvar_4.xy.xy; float tmpvar_5; tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y))); float tmpvar_6; tmpvar_6 = tmpvar_5; normal_3.z = vec3(tmpvar_6).z; return normal_3; } void surf ( in Input IN_7, inout SurfaceOutput o_8 ) { vec4 tex_9; vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex); vec4 tmpvar_11; tmpvar_11 = tmpvar_10; tex_9 = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = (tex_9.xyz * _Color.xyz); o_8.Albedo = tmpvar_12; float tmpvar_13; tmpvar_13 = tex_9.w; o_8.Gloss = tmpvar_13; float tmpvar_14; tmpvar_14 = (tex_9.w * _Color.w); o_8.Alpha = tmpvar_14; float tmpvar_15; tmpvar_15 = _Shininess; o_8.Specular = tmpvar_15; vec4 tmpvar_16; tmpvar_16 = texture2D (_BumpMap, IN_7.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_8.Normal = tmpvar_19; } vec4 LightingBlinnPhong_PrePass ( in SurfaceOutput s_20, in vec4 light_21 ) { vec4 c_22; float spec_23; float tmpvar_24; tmpvar_24 = (light_21.w * s_20.Gloss); spec_23 = tmpvar_24; vec3 tmpvar_25; tmpvar_25 = ((s_20.Albedo * light_21.xyz) + ((light_21.xyz * _SpecColor.xyz) * spec_23)); c_22.xyz = tmpvar_25.xyz.xyz; float tmpvar_26; tmpvar_26 = (s_20.Alpha + (spec_23 * _SpecColor.w)); c_22.w = vec4(tmpvar_26).w; return c_22; } vec4 frag_surf ( in v2f_surf IN_27 ) { vec4 col_28; vec4 light_29; SurfaceOutput o_30; Input surfIN_31; vec2 tmpvar_32; tmpvar_32 = IN_27.hip_pack0.xy; surfIN_31.uv_MainTex = tmpvar_32; vec3 tmpvar_33; tmpvar_33 = vec3(0.0, 0.0, 0.0); o_30.Albedo = tmpvar_33; vec3 tmpvar_34; tmpvar_34 = vec3(0.0, 0.0, 0.0); o_30.Emission = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_30.Specular = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.0; o_30.Alpha = tmpvar_36; float tmpvar_37; tmpvar_37 = 0.0; o_30.Gloss = tmpvar_37; surf (surfIN_31, o_30); xll_clip ((o_30.Alpha - _Cutoff)); vec4 tmpvar_38; tmpvar_38 = texture2DProj (_LightBuffer, IN_27.hip_screen); vec4 tmpvar_39; tmpvar_39 = tmpvar_38; light_29 = tmpvar_39; vec4 tmpvar_40; tmpvar_40 = log2 (light_29); vec4 tmpvar_41; tmpvar_41 = -(tmpvar_40); light_29 = tmpvar_41; vec3 tmpvar_42; tmpvar_42 = (light_29.xyz + unity_Ambient.xyz); light_29.xyz = tmpvar_42.xyz.xyz; vec4 tmpvar_43; tmpvar_43 = LightingBlinnPhong_PrePass (o_30, light_29); vec4 tmpvar_44; tmpvar_44 = tmpvar_43; col_28 = tmpvar_44; return col_28; } 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; vec2 tmpvar_49; tmpvar_49 = gl_TexCoord[0].xy; vec2 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; }