mat2 xll_transpose_mf2x2(mat2 m) { return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); } mat3 xll_transpose_mf3x3(mat3 m) { return mat3( m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); } mat4 xll_transpose_mf4x4(mat4 m) { return mat4( m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]); } vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } #line 104 struct MySurfaceOutput { highp vec3 Albedo; highp vec3 Normal; highp vec3 Emission; highp vec3 Specular; highp float Reflectivity; highp float Roughness; highp float Alpha; }; #line 253 struct ContinuousSamplerLOD { highp float mip0; highp float mip1; highp float mipFrac; }; #line 268 struct PlanarMapping { highp vec4 plane; highp vec3 tangent; highp vec3 bitangent; highp vec2 uvOffset; }; #line 91 struct Input { highp vec2 uv_MainTex; highp vec2 uv_BumpMap; highp vec3 viewDir; highp vec3 worldPos; highp vec3 worldNormal; highp vec3 worldRefl; mediump vec3 TtoW0; mediump vec3 TtoW1; mediump vec3 TtoW2; }; #line 407 struct v2f_surf { highp vec4 pos; highp vec4 pack0; highp vec3 worldPos; highp vec3 viewDir; lowp vec4 TtoW0; lowp vec4 TtoW1; lowp vec4 TtoW2; highp vec4 lmap; lowp vec3 lightDir; }; #line 17 struct appdata_full { highp vec4 vertex; highp vec4 tangent; highp vec3 normal; highp vec4 texcoord; highp vec4 texcoord1; lowp vec4 color; }; uniform highp vec3 _WorldSpaceCameraPos; uniform lowp vec4 _WorldSpaceLightPos0; #line 3 uniform highp vec4 unity_SHAr; uniform highp vec4 unity_SHAg; uniform highp vec4 unity_SHAb; uniform highp vec4 unity_SHBr; #line 7 uniform highp vec4 unity_SHBg; uniform highp vec4 unity_SHBb; uniform highp vec4 unity_SHC; uniform highp mat4 glstate_matrix_mvp; #line 11 uniform highp mat4 glstate_matrix_modelview0; uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp vec4 unity_Scale; #line 15 uniform highp mat4 glstate_matrix_projection; uniform highp vec4 glstate_lightmodel_ambient; #line 27 #line 32 #line 37 #line 41 #line 46 #line 85 uniform lowp vec4 _LightColor0; uniform lowp vec4 _SpecColor; #line 115 uniform highp float _Rolloff; #line 120 #line 124 uniform highp float _Falloff; #line 210 uniform highp float _Roughness; uniform highp float _Roughness2; #line 218 uniform highp float _Reflectivity; uniform highp float _Refl0; uniform highp float _Refl90; uniform highp float _Metalic; uniform highp float _SpecOnlyIntensity; #line 222 uniform highp float _ReflOnlyIntensity; #line 242 #line 260 #line 264 #line 276 uniform highp mat4 _WorldToMirrorProjMatrix; uniform sampler2D _MirrorTex; #line 302 uniform highp vec4 _PlanarReflection0; uniform highp vec4 _PlanarReflectionTangent0; uniform highp vec4 _PlanarReflectionBiTangent0; #line 342 uniform sampler2D _PlanarReflectionTex0; uniform highp vec4 _PlanarReflection1; uniform highp vec4 _PlanarReflectionTangent1; uniform highp vec4 _PlanarReflectionBiTangent1; uniform sampler2D _PlanarReflectionTex1; #line 346 uniform highp vec4 _PlanarReflection2; uniform highp vec4 _PlanarReflectionTangent2; uniform highp vec4 _PlanarReflectionBiTangent2; uniform sampler2D _PlanarReflectionTex2; uniform samplerCube _Cube; #line 350 uniform sampler2D _MainTex; uniform sampler2D _BumpMap; uniform sampler2D _BumpMap2; #line 382 uniform sampler2D _MainReflectivityTex; uniform sampler2D _MainRoughnessTex; uniform highp vec4 _BumpMap2_ST; uniform lowp vec4 _Color; uniform lowp vec4 _ReflColor; #line 386 uniform highp float _BumpMapFactor; uniform highp float _BumpMapFactor2; uniform highp vec4 _MainReflectivityTex_AddMul; uniform highp vec4 _MainRoughnessTex_AddMul; #line 420 uniform highp vec4 unity_LightmapST; uniform highp vec4 unity_ShadowFadeCenterAndType; uniform highp vec4 _MainTex_ST; uniform highp vec4 _BumpMap_ST; #line 424 #line 32 highp vec3 ObjSpaceLightDir( in highp vec4 v ) { highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; return objSpaceLightPos.xyz; } #line 41 highp vec3 ObjSpaceViewDir( in highp vec4 v ) { highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); return (objSpaceCameraPos - v.xyz); } #line 424 v2f_surf xlat_main( in appdata_full v ) { v2f_surf o; o.pos = (glstate_matrix_mvp * v.vertex); #line 428 o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); v.normal = normalize(v.normal); v.tangent.xyz = normalize(v.tangent.xyz); #line 432 o.worldPos = (_Object2World * v.vertex).xyz; highp vec3 viewDir = (-ObjSpaceViewDir( v.vertex)); highp vec3 worldRefl = (mat3( _Object2World) * viewDir); highp vec3 binormal = (cross( normalize(v.normal), normalize(v.tangent.xyz)) * v.tangent.w); #line 436 highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); o.TtoW0 = (vec4( (rotation * xll_matrixindex_mf4x4_i (_Object2World, 0).xyz), worldRefl.x) * unity_Scale.w); o.TtoW1 = (vec4( (rotation * xll_matrixindex_mf4x4_i (_Object2World, 1).xyz), worldRefl.y) * unity_Scale.w); o.TtoW2 = (vec4( (rotation * xll_matrixindex_mf4x4_i (_Object2World, 2).xyz), worldRefl.z) * unity_Scale.w); #line 440 o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); o.lmap.zw = vec2( 0.0, 0.0); o.lmap.z = (length(((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz)) * unity_ShadowFadeCenterAndType.w); o.lmap.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); #line 444 highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); o.lightDir = lightDir; highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); #line 448 o.viewDir = viewDirForLight; return o; } in highp vec4 xlat_attrib_POSITION; in highp vec4 TANGENT; in highp vec3 xlat_attrib_NORMAL; in highp vec4 xlat_attrib_TEXCOORD0; in highp vec4 xlat_attrib_TEXCOORD1; in lowp vec4 xlat_attrib_COLOR; out highp vec4 xlv_TEXCOORD0; out highp vec3 xlv_TEXCOORD1; out highp vec3 xlv_TEXCOORD2; out lowp vec4 xlv_TEXCOORD3; out lowp vec4 xlv_TEXCOORD4; out lowp vec4 xlv_TEXCOORD5; out highp vec4 xlv_TEXCOORD6; out lowp vec3 xlv_TEXCOORD7; void main() { v2f_surf xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4(xlat_attrib_POSITION); xlt_v.tangent = vec4(TANGENT); xlt_v.normal = vec3(xlat_attrib_NORMAL); xlt_v.texcoord = vec4(xlat_attrib_TEXCOORD0); xlt_v.texcoord1 = vec4(xlat_attrib_TEXCOORD1); xlt_v.color = vec4(xlat_attrib_COLOR); xl_retval = xlat_main( xlt_v); gl_Position = vec4(xl_retval.pos); xlv_TEXCOORD0 = vec4(xl_retval.pack0); xlv_TEXCOORD1 = vec3(xl_retval.worldPos); xlv_TEXCOORD2 = vec3(xl_retval.viewDir); xlv_TEXCOORD3 = vec4(xl_retval.TtoW0); xlv_TEXCOORD4 = vec4(xl_retval.TtoW1); xlv_TEXCOORD5 = vec4(xl_retval.TtoW2); xlv_TEXCOORD6 = vec4(xl_retval.lmap); xlv_TEXCOORD7 = vec3(xl_retval.lightDir); } // uniforms: // _BumpMap_ST: type 12 arrsize 0 // _MainTex_ST: type 12 arrsize 0 // _Object2World: type 21 arrsize 0 // _World2Object: type 21 arrsize 0 // _WorldSpaceCameraPos: type 11 arrsize 0 // _WorldSpaceLightPos0: type 12 arrsize 0 // glstate_matrix_modelview0: type 21 arrsize 0 // glstate_matrix_mvp: type 21 arrsize 0 // unity_LightmapST: type 12 arrsize 0 // unity_Scale: type 12 arrsize 0 // unity_ShadowFadeCenterAndType: type 12 arrsize 0