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 vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _Illum; uniform vec4 _Color; uniform sampler2D _BumpMap; vec4 UnpackNormal ( in vec4 packednormal ) { vec4 normal; vec2 tmpvar_1; tmpvar_1 = ((packednormal.wy * 2.0) - 1.0); normal.xy = tmpvar_1.xy.xy; float tmpvar_2; tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); float tmpvar_3; tmpvar_3 = tmpvar_2; normal.z = vec3(tmpvar_3).z; return normal; } void surf ( in Input IN, inout SurfaceOutput o ) { vec4 c; vec4 tex; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_2; tmpvar_2 = tmpvar_1; tex = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (tex * _Color); c = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = c.xyz; o.Albedo = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_Illum, IN.uv_Illum); vec3 tmpvar_6; tmpvar_6 = (c.xyz * tmpvar_5.w); o.Emission = tmpvar_6; float tmpvar_7; tmpvar_7 = tex.w; o.Gloss = tmpvar_7; float tmpvar_8; tmpvar_8 = c.w; o.Alpha = tmpvar_8; float tmpvar_9; tmpvar_9 = _Shininess; o.Specular = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = texture2D (_BumpMap, IN.uv_BumpMap); vec4 tmpvar_11; tmpvar_11 = UnpackNormal (tmpvar_10); vec3 tmpvar_12; tmpvar_12 = tmpvar_11.xyz; vec3 tmpvar_13; tmpvar_13 = tmpvar_12; o.Normal = tmpvar_13; } vec4 LightingBlinnPhong_PrePass ( in SurfaceOutput s, in vec4 light ) { vec4 c; float spec; float tmpvar_1; tmpvar_1 = (light.w * s.Gloss); spec = tmpvar_1; vec3 tmpvar_2; tmpvar_2 = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); c.xyz = tmpvar_2.xyz.xyz; float tmpvar_3; tmpvar_3 = (s.Alpha + (spec * _SpecColor.w)); c.w = vec4(tmpvar_3).w; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 col; vec4 light; SurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_MainTex = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = IN.hip_pack0.zw; surfIN.uv_Illum = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_4; float tmpvar_5; tmpvar_5 = 0.0; o.Specular = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; o.Alpha = tmpvar_6; float tmpvar_7; tmpvar_7 = 0.0; o.Gloss = tmpvar_7; surf (surfIN, o); vec4 tmpvar_8; tmpvar_8 = texture2DProj (_LightBuffer, IN.hip_screen); vec4 tmpvar_9; tmpvar_9 = tmpvar_8; light = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = log2 (light); vec4 tmpvar_11; tmpvar_11 = -(tmpvar_10); light = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = (light.xyz + unity_Ambient.xyz); light.xyz = tmpvar_12.xyz.xyz; vec4 tmpvar_13; tmpvar_13 = LightingBlinnPhong_PrePass (o, light); vec4 tmpvar_14; tmpvar_14 = tmpvar_13; col = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (col.xyz + o.Emission); col.xyz = tmpvar_15.xyz.xyz; return col; } void main () { v2f_surf xlt_IN; vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN.pos = tmpvar_1; float tmpvar_2; tmpvar_2 = xlv_FOG.x; xlt_IN.fog = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[0].xyzw; vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_IN.hip_pack0 = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = gl_TexCoord[1].xyzw; vec4 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.hip_screen = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = frag_surf (xlt_IN); vec4 tmpvar_8; tmpvar_8 = tmpvar_7; xl_retval = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = xl_retval.xyzw; vec4 tmpvar_10; tmpvar_10 = tmpvar_9; gl_FragData[0] = tmpvar_10; }