struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 vlight; vec4 _ShadowCoord; }; varying vec4 xlv_FOG; uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _ShadowMapTexture; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; uniform vec4 _Color; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } float unitySampleShadow ( in vec4 shadowCoord_2 ) { float shadow_3; vec4 tmpvar_4; tmpvar_4 = texture2DProj (_ShadowMapTexture, shadowCoord_2); float tmpvar_5; tmpvar_5 = tmpvar_4.x; shadow_3 = tmpvar_5; return shadow_3; } void surf ( in Input IN_6, inout SurfaceOutput o_7 ) { vec4 c_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex); vec4 tmpvar_10; tmpvar_10 = (tmpvar_9 * _Color); c_8 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = c_8.xyz; o_7.Albedo = tmpvar_11; float tmpvar_12; tmpvar_12 = c_8.w; o_7.Alpha = tmpvar_12; } vec4 LightingLambert ( in SurfaceOutput s_13, in vec3 lightDir_14, in float atten_15 ) { vec4 c_16; float diff_17; float tmpvar_18; tmpvar_18 = dot (s_13.Normal, lightDir_14); float tmpvar_19; tmpvar_19 = max (0.0, tmpvar_18); float tmpvar_20; tmpvar_20 = tmpvar_19; diff_17 = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = ((s_13.Albedo * _LightColor0.xyz) * ((diff_17 * atten_15) * 2.0)); c_16.xyz = tmpvar_21.xyz.xyz; float tmpvar_22; tmpvar_22 = s_13.Alpha; c_16.w = vec4(tmpvar_22).w; return c_16; } vec4 frag_surf ( in v2f_surf IN_23 ) { vec4 c_24; float atten_25; SurfaceOutput o_26; Input surfIN_27; vec2 tmpvar_28; tmpvar_28 = IN_23.hip_pack0.xy; surfIN_27.uv_MainTex = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = vec3(0.0, 0.0, 0.0); o_26.Albedo = tmpvar_29; vec3 tmpvar_30; tmpvar_30 = vec3(0.0, 0.0, 0.0); o_26.Emission = tmpvar_30; float tmpvar_31; tmpvar_31 = 0.0; o_26.Specular = tmpvar_31; float tmpvar_32; tmpvar_32 = 0.0; o_26.Alpha = tmpvar_32; float tmpvar_33; tmpvar_33 = 0.0; o_26.Gloss = tmpvar_33; vec3 tmpvar_34; tmpvar_34 = IN_23.normal; o_26.Normal = tmpvar_34; surf (surfIN_27, o_26); xll_clip ((o_26.Alpha - _Cutoff)); float tmpvar_35; tmpvar_35 = unitySampleShadow (IN_23._ShadowCoord); float tmpvar_36; tmpvar_36 = tmpvar_35; atten_25 = tmpvar_36; vec4 tmpvar_37; tmpvar_37 = LightingLambert (o_26, _WorldSpaceLightPos0.xyz, atten_25); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; c_24 = tmpvar_38; vec3 tmpvar_39; tmpvar_39 = (c_24.xyz + (o_26.Albedo * IN_23.vlight)); c_24.xyz = tmpvar_39.xyz.xyz; float tmpvar_40; tmpvar_40 = o_26.Alpha; c_24.w = vec4(tmpvar_40).w; return c_24; } void main () { v2f_surf xlt_IN_41; vec4 xl_retval_42; vec4 tmpvar_43; tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_41.pos = tmpvar_43; float tmpvar_44; tmpvar_44 = xlv_FOG.x; xlt_IN_41.fog = tmpvar_44; vec2 tmpvar_45; tmpvar_45 = gl_TexCoord[0].xy; vec2 tmpvar_46; tmpvar_46 = tmpvar_45; xlt_IN_41.hip_pack0 = tmpvar_46; vec3 tmpvar_47; tmpvar_47 = gl_TexCoord[1].xyz; vec3 tmpvar_48; tmpvar_48 = tmpvar_47; xlt_IN_41.normal = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = gl_TexCoord[2].xyz; vec3 tmpvar_50; tmpvar_50 = tmpvar_49; xlt_IN_41.vlight = tmpvar_50; vec4 tmpvar_51; tmpvar_51 = gl_TexCoord[3].xyzw; vec4 tmpvar_52; tmpvar_52 = tmpvar_51; xlt_IN_41._ShadowCoord = tmpvar_52; vec4 tmpvar_53; tmpvar_53 = frag_surf (xlt_IN_41); vec4 tmpvar_54; tmpvar_54 = tmpvar_53; xl_retval_42 = tmpvar_54; vec4 tmpvar_55; tmpvar_55 = xl_retval_42.xyzw; vec4 tmpvar_56; tmpvar_56 = tmpvar_55; gl_FragData[0] = tmpvar_56; }