struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_Control; vec2 uv_Splat0; vec2 uv_Splat1; vec2 uv_Splat2; vec2 uv_Splat3; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_pack1; vec2 hip_pack2; vec3 normal; vec3 vlight; vec4 _ShadowCoord; }; varying vec4 xlv_FOG; uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _Splat3; uniform sampler2D _Splat2; uniform sampler2D _Splat1; uniform sampler2D _Splat0; uniform sampler2D _ShadowMapTexture; uniform vec4 _LightColor0; uniform sampler2D _Control; float unitySampleShadow ( in vec4 shadowCoord ) { float shadow; vec4 tmpvar_1; tmpvar_1 = texture2DProj (_ShadowMapTexture, shadowCoord); float tmpvar_2; tmpvar_2 = tmpvar_1.x; shadow = tmpvar_2; return shadow; } void surf ( in Input IN, inout SurfaceOutput o ) { vec3 col; vec4 splat_control; vec4 tmpvar_1; tmpvar_1 = texture2D (_Control, IN.uv_Control); vec4 tmpvar_2; tmpvar_2 = tmpvar_1; splat_control = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_Splat0, IN.uv_Splat0); vec3 tmpvar_4; tmpvar_4 = (splat_control.x * tmpvar_3.xyz); col = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_Splat1, IN.uv_Splat1); vec3 tmpvar_6; tmpvar_6 = (col + (splat_control.y * tmpvar_5.xyz)); col = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (_Splat2, IN.uv_Splat2); vec3 tmpvar_8; tmpvar_8 = (col + (splat_control.z * tmpvar_7.xyz)); col = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_Splat3, IN.uv_Splat3); vec3 tmpvar_10; tmpvar_10 = (col + (splat_control.w * tmpvar_9.xyz)); col = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = col; o.Albedo = tmpvar_11; float tmpvar_12; tmpvar_12 = 0.0; o.Alpha = tmpvar_12; } vec4 LightingLambert ( in SurfaceOutput s, in vec3 lightDir, in float atten ) { vec4 c; float diff; float tmpvar_1; tmpvar_1 = dot (s.Normal, lightDir); float tmpvar_2; tmpvar_2 = max (0.0, tmpvar_1); float tmpvar_3; tmpvar_3 = tmpvar_2; diff = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); c.xyz = tmpvar_4.xyz.xyz; float tmpvar_5; tmpvar_5 = s.Alpha; c.w = vec4(tmpvar_5).w; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 c; float atten; SurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_Control = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = IN.hip_pack0.zw; surfIN.uv_Splat0 = tmpvar_2; vec2 tmpvar_3; tmpvar_3 = IN.hip_pack1.xy; surfIN.uv_Splat1 = tmpvar_3; vec2 tmpvar_4; tmpvar_4 = IN.hip_pack1.zw; surfIN.uv_Splat2 = tmpvar_4; vec2 tmpvar_5; tmpvar_5 = IN.hip_pack2.xy; surfIN.uv_Splat3 = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_7; float tmpvar_8; tmpvar_8 = 0.0; o.Specular = tmpvar_8; float tmpvar_9; tmpvar_9 = 0.0; o.Alpha = tmpvar_9; float tmpvar_10; tmpvar_10 = 0.0; o.Gloss = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = IN.normal; o.Normal = tmpvar_11; surf (surfIN, o); float tmpvar_12; tmpvar_12 = unitySampleShadow (IN._ShadowCoord); float tmpvar_13; tmpvar_13 = tmpvar_12; atten = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = LightingLambert (o, _WorldSpaceLightPos0.xyz, atten); vec4 tmpvar_15; tmpvar_15 = tmpvar_14; c = tmpvar_15; vec3 tmpvar_16; tmpvar_16 = (c.xyz + (o.Albedo * IN.vlight)); c.xyz = tmpvar_16.xyz.xyz; return c; } 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_pack1 = tmpvar_6; vec2 tmpvar_7; tmpvar_7 = gl_TexCoord[2].xy; vec2 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_IN.hip_pack2 = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = gl_TexCoord[3].xyz; vec3 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_IN.normal = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = gl_TexCoord[4].xyz; vec3 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_IN.vlight = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = gl_TexCoord[5].xyzw; vec4 tmpvar_14; tmpvar_14 = tmpvar_13; xlt_IN._ShadowCoord = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = frag_surf (xlt_IN); vec4 tmpvar_16; tmpvar_16 = tmpvar_15; xl_retval = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = xl_retval.xyzw; vec4 tmpvar_18; tmpvar_18 = tmpvar_17; gl_FragData[0] = tmpvar_18; }