struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec2 uv2_LightMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightMap; uniform sampler2D _LightBuffer; uniform vec4 _Color; uniform sampler2D _BumpMap; vec4 UnpackNormal ( in vec4 packednormal ) { vec4 normal; vec2 tmpvar_1; tmpvar_1 = ((packednormal.wy * 2.0) - 1.0); normal.xy = tmpvar_1.xy.xy; float tmpvar_2; tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); float tmpvar_3; tmpvar_3 = tmpvar_2; normal.z = vec3(tmpvar_3).z; return normal; } void surf ( in Input IN, inout SurfaceOutput o ) { vec4 lm; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec3 tmpvar_2; tmpvar_2 = _Color.xyz; vec3 tmpvar_3; tmpvar_3 = (tmpvar_1.xyz * tmpvar_2); o.Albedo = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_LightMap, IN.uv2_LightMap); vec4 tmpvar_5; tmpvar_5 = tmpvar_4; lm = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = (lm.xyz * o.Albedo.xyz); o.Emission = tmpvar_6; float tmpvar_7; tmpvar_7 = (lm.w * _Color.w); o.Alpha = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = texture2D (_BumpMap, IN.uv_BumpMap); vec4 tmpvar_9; tmpvar_9 = UnpackNormal (tmpvar_8); vec3 tmpvar_10; tmpvar_10 = tmpvar_9.xyz; vec3 tmpvar_11; tmpvar_11 = tmpvar_10; o.Normal = tmpvar_11; } vec4 LightingLambert_PrePass ( in SurfaceOutput s, in vec4 light ) { vec4 c; vec3 tmpvar_1; tmpvar_1 = (s.Albedo * light.xyz); c.xyz = tmpvar_1.xyz.xyz; float tmpvar_2; tmpvar_2 = s.Alpha; c.w = vec4(tmpvar_2).w; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 col; vec4 light; SurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_MainTex = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = IN.hip_pack0.zw; surfIN.uv2_LightMap = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_4; float tmpvar_5; tmpvar_5 = 0.0; o.Specular = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; o.Alpha = tmpvar_6; float tmpvar_7; tmpvar_7 = 0.0; o.Gloss = tmpvar_7; surf (surfIN, o); vec4 tmpvar_8; tmpvar_8 = texture2DProj (_LightBuffer, IN.hip_screen); vec4 tmpvar_9; tmpvar_9 = tmpvar_8; light = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = log2 (light); vec4 tmpvar_11; tmpvar_11 = -(tmpvar_10); light = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = (light.xyz + unity_Ambient.xyz); light.xyz = tmpvar_12.xyz.xyz; vec4 tmpvar_13; tmpvar_13 = LightingLambert_PrePass (o, light); vec4 tmpvar_14; tmpvar_14 = tmpvar_13; col = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (col.xyz + o.Emission); col.xyz = tmpvar_15.xyz.xyz; return col; } 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_screen = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = frag_surf (xlt_IN); vec4 tmpvar_8; tmpvar_8 = tmpvar_7; xl_retval = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = xl_retval.xyzw; vec4 tmpvar_10; tmpvar_10 = tmpvar_9; gl_FragData[0] = tmpvar_10; }