uniform vec4 unity_Ambient; uniform float _RimPower; uniform vec4 _RimColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; void main () { vec4 col; vec4 light; vec4 tmpvar_1; tmpvar_1 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2]))); light = tmpvar_1; light.xyz = (tmpvar_1.xyz + unity_Ambient.xyz); vec4 c; c.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light.xyz); c.w = 0.0; col = c; col.xyz = (c.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize (gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower))); gl_FragData[0] = col; }