uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); float x_4; x_4 = (tmpvar_3.w - _Cutoff); if ((x_4 < 0.0)) { discard; }; vec4 tmpvar_5; tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_5.w; light_2.xyz = (tmpvar_5.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0)))); vec4 c_6; c_6.xyz = (tmpvar_3.xyz * light_2.xyz); c_6.w = tmpvar_3.w; gl_FragData[0] = c_6; }