struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec3 worldRefl; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 worldRefl; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform vec4 _SpecColor; uniform float _Shininess; uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform samplerCube _Cube; uniform vec4 _Color; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 reflcol_3; vec4 c_4; vec4 tex_5; vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, IN_1.uv_MainTex); vec4 tmpvar_7; tmpvar_7 = tmpvar_6; tex_5 = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = (tex_5 * _Color); c_4 = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = c_4.xyz; o_2.Albedo = tmpvar_9; float tmpvar_10; tmpvar_10 = tex_5.w; o_2.Gloss = tmpvar_10; float tmpvar_11; tmpvar_11 = _Shininess; o_2.Specular = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = textureCube (_Cube, IN_1.worldRefl); vec4 tmpvar_13; tmpvar_13 = tmpvar_12; reflcol_3 = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = (reflcol_3 * tex_5.w); reflcol_3 = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (reflcol_3.xyz * _ReflectColor.xyz); o_2.Emission = tmpvar_15; float tmpvar_16; tmpvar_16 = (reflcol_3.w * _ReflectColor.w); o_2.Alpha = tmpvar_16; } vec4 LightingBlinnPhong_PrePass ( in SurfaceOutput s_17, in vec4 light_18 ) { vec4 c_19; float spec_20; float tmpvar_21; tmpvar_21 = (light_18.w * s_17.Gloss); spec_20 = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = ((s_17.Albedo * light_18.xyz) + ((light_18.xyz * _SpecColor.xyz) * spec_20)); c_19.xyz = tmpvar_22.xyz.xyz; float tmpvar_23; tmpvar_23 = (s_17.Alpha + (spec_20 * _SpecColor.w)); c_19.w = vec4(tmpvar_23).w; return c_19; } vec4 frag_surf ( in v2f_surf IN_24 ) { vec4 col_25; vec4 light_26; SurfaceOutput o_27; Input surfIN_28; vec2 tmpvar_29; tmpvar_29 = IN_24.hip_pack0.xy; surfIN_28.uv_MainTex = tmpvar_29; vec3 tmpvar_30; tmpvar_30 = IN_24.worldRefl; surfIN_28.worldRefl = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = vec3(0.0, 0.0, 0.0); o_27.Albedo = tmpvar_31; vec3 tmpvar_32; tmpvar_32 = vec3(0.0, 0.0, 0.0); o_27.Emission = tmpvar_32; float tmpvar_33; tmpvar_33 = 0.0; o_27.Specular = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_27.Alpha = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_27.Gloss = tmpvar_35; surf (surfIN_28, o_27); vec4 tmpvar_36; tmpvar_36 = texture2DProj (_LightBuffer, IN_24.hip_screen); vec4 tmpvar_37; tmpvar_37 = tmpvar_36; light_26 = tmpvar_37; vec4 tmpvar_38; tmpvar_38 = log2 (light_26); vec4 tmpvar_39; tmpvar_39 = -(tmpvar_38); light_26 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = (light_26.xyz + unity_Ambient.xyz); light_26.xyz = tmpvar_40.xyz.xyz; vec4 tmpvar_41; tmpvar_41 = LightingBlinnPhong_PrePass (o_27, light_26); vec4 tmpvar_42; tmpvar_42 = tmpvar_41; col_25 = tmpvar_42; vec3 tmpvar_43; tmpvar_43 = (col_25.xyz + o_27.Emission); col_25.xyz = tmpvar_43.xyz.xyz; return col_25; } void main () { v2f_surf xlt_IN_44; vec4 xl_retval_45; vec4 tmpvar_46; tmpvar_46 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_44.pos = tmpvar_46; float tmpvar_47; tmpvar_47 = xlv_FOG.x; xlt_IN_44.fog = tmpvar_47; vec2 tmpvar_48; tmpvar_48 = gl_TexCoord[0].xy; vec2 tmpvar_49; tmpvar_49 = tmpvar_48; xlt_IN_44.hip_pack0 = tmpvar_49; vec3 tmpvar_50; tmpvar_50 = gl_TexCoord[1].xyz; vec3 tmpvar_51; tmpvar_51 = tmpvar_50; xlt_IN_44.worldRefl = tmpvar_51; vec4 tmpvar_52; tmpvar_52 = gl_TexCoord[2].xyzw; vec4 tmpvar_53; tmpvar_53 = tmpvar_52; xlt_IN_44.hip_screen = tmpvar_53; vec4 tmpvar_54; tmpvar_54 = frag_surf (xlt_IN_44); vec4 tmpvar_55; tmpvar_55 = tmpvar_54; xl_retval_45 = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = xl_retval_45.xyzw; vec4 tmpvar_57; tmpvar_57 = tmpvar_56; gl_FragData[0] = tmpvar_57; }