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; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; 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; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_21, in vec4 light_22 ) { vec4 c_23; vec3 tmpvar_24; tmpvar_24 = (s_21.Albedo * light_22.xyz); c_23.xyz = tmpvar_24.xyz.xyz; float tmpvar_25; tmpvar_25 = s_21.Alpha; c_23.w = vec4(tmpvar_25).w; return c_23; } vec4 frag_surf ( in v2f_surf IN_26 ) { vec4 col_27; vec4 light_28; SurfaceOutput o_29; Input surfIN_30; vec2 tmpvar_31; tmpvar_31 = IN_26.hip_pack0.xy; surfIN_30.uv_MainTex = tmpvar_31; vec2 tmpvar_32; tmpvar_32 = IN_26.hip_pack0.zw; surfIN_30.uv_Illum = tmpvar_32; vec3 tmpvar_33; tmpvar_33 = vec3(0.0, 0.0, 0.0); o_29.Albedo = tmpvar_33; vec3 tmpvar_34; tmpvar_34 = vec3(0.0, 0.0, 0.0); o_29.Emission = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_29.Specular = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.0; o_29.Alpha = tmpvar_36; float tmpvar_37; tmpvar_37 = 0.0; o_29.Gloss = tmpvar_37; surf (surfIN_30, o_29); vec4 tmpvar_38; tmpvar_38 = texture2DProj (_LightBuffer, IN_26.hip_screen); vec4 tmpvar_39; tmpvar_39 = tmpvar_38; light_28 = tmpvar_39; vec4 tmpvar_40; tmpvar_40 = log2 (light_28); vec4 tmpvar_41; tmpvar_41 = -(tmpvar_40); light_28 = tmpvar_41; vec3 tmpvar_42; tmpvar_42 = (light_28.xyz + unity_Ambient.xyz); light_28.xyz = tmpvar_42.xyz.xyz; vec4 tmpvar_43; tmpvar_43 = LightingLambert_PrePass (o_29, light_28); vec4 tmpvar_44; tmpvar_44 = tmpvar_43; col_27 = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = (col_27.xyz + o_29.Emission); col_27.xyz = tmpvar_45.xyz.xyz; return col_27; } void main () { v2f_surf xlt_IN_46; vec4 xl_retval_47; vec4 tmpvar_48; tmpvar_48 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_46.pos = tmpvar_48; float tmpvar_49; tmpvar_49 = xlv_FOG.x; xlt_IN_46.fog = tmpvar_49; vec4 tmpvar_50; tmpvar_50 = gl_TexCoord[0].xyzw; vec4 tmpvar_51; tmpvar_51 = tmpvar_50; xlt_IN_46.hip_pack0 = tmpvar_51; vec4 tmpvar_52; tmpvar_52 = gl_TexCoord[1].xyzw; vec4 tmpvar_53; tmpvar_53 = tmpvar_52; xlt_IN_46.hip_screen = tmpvar_53; vec4 tmpvar_54; tmpvar_54 = frag_surf (xlt_IN_46); vec4 tmpvar_55; tmpvar_55 = tmpvar_54; xl_retval_47 = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = xl_retval_47.xyzw; vec4 tmpvar_57; tmpvar_57 = tmpvar_56; gl_FragData[0] = tmpvar_57; }