struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_Illum; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 lightDir; vec4 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _Illum; uniform vec4 _Color; uniform sampler2D _BumpMap; 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 c_8; vec4 tex_9; vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, IN_6.uv_MainTex); vec4 tmpvar_11; tmpvar_11 = tmpvar_10; tex_9 = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = (tex_9 * _Color); c_8 = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = c_8.xyz; o_7.Albedo = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = texture2D (_Illum, IN_6.uv_Illum); vec3 tmpvar_15; tmpvar_15 = (c_8.xyz * tmpvar_14.w); o_7.Emission = tmpvar_15; float tmpvar_16; tmpvar_16 = c_8.w; o_7.Alpha = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (_BumpMap, IN_6.uv_BumpMap); vec4 tmpvar_18; tmpvar_18 = UnpackNormal (tmpvar_17); vec3 tmpvar_19; tmpvar_19 = tmpvar_18.xyz; vec3 tmpvar_20; tmpvar_20 = tmpvar_19; o_7.Normal = tmpvar_20; } float UnitySpotCookie ( in vec4 LightCoord_21 ) { vec4 tmpvar_22; tmpvar_22 = texture2D (_LightTexture0, ((LightCoord_21.xy / LightCoord_21.w) + 0.5)); return tmpvar_22.w; } float UnitySpotAttenuate ( in vec3 LightCoord_23 ) { float tmpvar_24; tmpvar_24 = dot (LightCoord_23, LightCoord_23); vec2 tmpvar_25; tmpvar_25 = vec2(tmpvar_24); vec2 tmpvar_26; tmpvar_26 = tmpvar_25.xy; vec4 tmpvar_27; tmpvar_27 = texture2D (_LightTextureB0, tmpvar_26); return tmpvar_27.w; } vec4 LightingLambert ( in SurfaceOutput s_28, in vec3 lightDir_29, in float atten_30 ) { vec4 c_31; float diff_32; float tmpvar_33; tmpvar_33 = dot (s_28.Normal, lightDir_29); float tmpvar_34; tmpvar_34 = max (0.0, tmpvar_33); float tmpvar_35; tmpvar_35 = tmpvar_34; diff_32 = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = ((s_28.Albedo * _LightColor0.xyz) * ((diff_32 * atten_30) * 2.0)); c_31.xyz = tmpvar_36.xyz.xyz; float tmpvar_37; tmpvar_37 = s_28.Alpha; c_31.w = vec4(tmpvar_37).w; return c_31; } vec4 frag_surf ( in v2f_surf IN_38 ) { vec4 c_39; vec3 lightDir_40; SurfaceOutput o_41; Input surfIN_42; vec2 tmpvar_43; tmpvar_43 = IN_38.hip_pack0.xy; surfIN_42.uv_MainTex = tmpvar_43; vec2 tmpvar_44; tmpvar_44 = IN_38.hip_pack0.zw; surfIN_42.uv_BumpMap = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = vec3(0.0, 0.0, 0.0); o_41.Albedo = tmpvar_45; vec3 tmpvar_46; tmpvar_46 = vec3(0.0, 0.0, 0.0); o_41.Emission = tmpvar_46; float tmpvar_47; tmpvar_47 = 0.0; o_41.Specular = tmpvar_47; float tmpvar_48; tmpvar_48 = 0.0; o_41.Alpha = tmpvar_48; float tmpvar_49; tmpvar_49 = 0.0; o_41.Gloss = tmpvar_49; surf (surfIN_42, o_41); vec3 tmpvar_50; tmpvar_50 = IN_38.lightDir; lightDir_40 = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = normalize (lightDir_40); vec3 tmpvar_52; tmpvar_52 = tmpvar_51; lightDir_40 = tmpvar_52; float tmpvar_53; tmpvar_53 = UnitySpotCookie (IN_38._LightCoord); float tmpvar_54; tmpvar_54 = UnitySpotAttenuate (IN_38._LightCoord.xyz); vec4 tmpvar_55; tmpvar_55 = LightingLambert (o_41, lightDir_40, ((float((IN_38._LightCoord.z > 0.0)) * tmpvar_53) * tmpvar_54)); vec4 tmpvar_56; tmpvar_56 = tmpvar_55; c_39 = tmpvar_56; float tmpvar_57; tmpvar_57 = 0.0; c_39.w = vec4(tmpvar_57).w; return c_39; } void main () { v2f_surf xlt_IN_58; vec4 xl_retval_59; vec4 tmpvar_60; tmpvar_60 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_58.pos = tmpvar_60; float tmpvar_61; tmpvar_61 = xlv_FOG.x; xlt_IN_58.fog = tmpvar_61; vec4 tmpvar_62; tmpvar_62 = gl_TexCoord[0].xyzw; vec4 tmpvar_63; tmpvar_63 = tmpvar_62; xlt_IN_58.hip_pack0 = tmpvar_63; vec3 tmpvar_64; tmpvar_64 = gl_TexCoord[1].xyz; vec3 tmpvar_65; tmpvar_65 = tmpvar_64; xlt_IN_58.lightDir = tmpvar_65; vec4 tmpvar_66; tmpvar_66 = gl_TexCoord[2].xyzw; vec4 tmpvar_67; tmpvar_67 = tmpvar_66; xlt_IN_58._LightCoord = tmpvar_67; vec4 tmpvar_68; tmpvar_68 = frag_surf (xlt_IN_58); vec4 tmpvar_69; tmpvar_69 = tmpvar_68; xl_retval_59 = tmpvar_69; vec4 tmpvar_70; tmpvar_70 = xl_retval_59.xyzw; vec4 tmpvar_71; tmpvar_71 = tmpvar_70; gl_FragData[0] = tmpvar_71; }