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Text File  |  2019-10-20  |  138.1 KB  |  4,186 lines

  1. //////////////////////////////////////////
  2. //
  3. // NOTE: This is *not* a valid shader file
  4. //
  5. ///////////////////////////////////////////
  6. Shader "Custom/Test4" {
  7. Properties {
  8.  _MainTex ("Texture", 2D) = "white" { }
  9.  _BumpMap ("Bump", 2D) = "bump" { }
  10.  _SpecTex ("Specular Map (R)", 2D) = "white" { }
  11.  _Cube ("ReflectionMap", CUBE) = "" { }
  12.  _SmoothnessIntensity ("Smoothness Intensity(R)", Range(0,1)) = 0
  13.  _MetallicIntensity ("Metallic Intensity(G)", Range(0,1)) = 0
  14.  _Cubepower ("Cubepower", Range(0,1)) = 0.5
  15. }
  16. SubShader { 
  17.  Tags { "RenderType"="Opaque" }
  18.  Pass {
  19.   Name "FORWARD"
  20.   Tags { "LIGHTMODE"="ForwardBase" "RenderType"="Opaque" }
  21.   GpuProgramID 52711
  22. Program "vp" {
  23. SubProgram "gles " {
  24. Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
  25. "!!GLES
  26. #version 100
  27.  
  28. #ifdef VERTEX
  29. attribute vec4 _glesTANGENT;
  30. attribute vec4 _glesVertex;
  31. attribute vec3 _glesNormal;
  32. attribute vec4 _glesMultiTexCoord0;
  33. uniform mediump vec4 unity_SHBr;
  34. uniform mediump vec4 unity_SHBg;
  35. uniform mediump vec4 unity_SHBb;
  36. uniform mediump vec4 unity_SHC;
  37. uniform highp mat4 glstate_matrix_mvp;
  38. uniform highp mat4 _Object2World;
  39. uniform highp mat4 _World2Object;
  40. uniform highp vec4 unity_WorldTransformParams;
  41. uniform highp vec4 _MainTex_ST;
  42. uniform highp vec4 _BumpMap_ST;
  43. varying highp vec4 xlv_TEXCOORD0;
  44. varying highp vec4 xlv_TEXCOORD1;
  45. varying highp vec4 xlv_TEXCOORD2;
  46. varying highp vec4 xlv_TEXCOORD3;
  47. varying mediump vec3 xlv_TEXCOORD4;
  48. void main ()
  49. {
  50.   lowp float tangentSign_1;
  51.   lowp vec3 worldTangent_2;
  52.   lowp vec3 worldNormal_3;
  53.   highp vec4 tmpvar_4;
  54.   tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  55.   tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  56.   highp vec3 tmpvar_5;
  57.   tmpvar_5 = (_Object2World * _glesVertex).xyz;
  58.   highp vec4 v_6;
  59.   v_6.x = _World2Object[0].x;
  60.   v_6.y = _World2Object[1].x;
  61.   v_6.z = _World2Object[2].x;
  62.   v_6.w = _World2Object[3].x;
  63.   highp vec4 v_7;
  64.   v_7.x = _World2Object[0].y;
  65.   v_7.y = _World2Object[1].y;
  66.   v_7.z = _World2Object[2].y;
  67.   v_7.w = _World2Object[3].y;
  68.   highp vec4 v_8;
  69.   v_8.x = _World2Object[0].z;
  70.   v_8.y = _World2Object[1].z;
  71.   v_8.z = _World2Object[2].z;
  72.   v_8.w = _World2Object[3].z;
  73.   highp vec3 tmpvar_9;
  74.   tmpvar_9 = normalize(((
  75.     (v_6.xyz * _glesNormal.x)
  76.    + 
  77.     (v_7.xyz * _glesNormal.y)
  78.   ) + (v_8.xyz * _glesNormal.z)));
  79.   worldNormal_3 = tmpvar_9;
  80.   highp mat3 tmpvar_10;
  81.   tmpvar_10[0] = _Object2World[0].xyz;
  82.   tmpvar_10[1] = _Object2World[1].xyz;
  83.   tmpvar_10[2] = _Object2World[2].xyz;
  84.   highp vec3 tmpvar_11;
  85.   tmpvar_11 = normalize((tmpvar_10 * _glesTANGENT.xyz));
  86.   worldTangent_2 = tmpvar_11;
  87.   highp float tmpvar_12;
  88.   tmpvar_12 = (_glesTANGENT.w * unity_WorldTransformParams.w);
  89.   tangentSign_1 = tmpvar_12;
  90.   lowp vec3 tmpvar_13;
  91.   tmpvar_13 = (((worldNormal_3.yzx * worldTangent_2.zxy) - (worldNormal_3.zxy * worldTangent_2.yzx)) * tangentSign_1);
  92.   highp vec4 tmpvar_14;
  93.   tmpvar_14.x = worldTangent_2.x;
  94.   tmpvar_14.y = tmpvar_13.x;
  95.   tmpvar_14.z = worldNormal_3.x;
  96.   tmpvar_14.w = tmpvar_5.x;
  97.   highp vec4 tmpvar_15;
  98.   tmpvar_15.x = worldTangent_2.y;
  99.   tmpvar_15.y = tmpvar_13.y;
  100.   tmpvar_15.z = worldNormal_3.y;
  101.   tmpvar_15.w = tmpvar_5.y;
  102.   highp vec4 tmpvar_16;
  103.   tmpvar_16.x = worldTangent_2.z;
  104.   tmpvar_16.y = tmpvar_13.z;
  105.   tmpvar_16.z = worldNormal_3.z;
  106.   tmpvar_16.w = tmpvar_5.z;
  107.   lowp vec4 tmpvar_17;
  108.   tmpvar_17.w = 1.0;
  109.   tmpvar_17.xyz = worldNormal_3;
  110.   mediump vec4 normal_18;
  111.   normal_18 = tmpvar_17;
  112.   mediump vec3 x2_19;
  113.   mediump vec4 tmpvar_20;
  114.   tmpvar_20 = (normal_18.xyzz * normal_18.yzzx);
  115.   x2_19.x = dot (unity_SHBr, tmpvar_20);
  116.   x2_19.y = dot (unity_SHBg, tmpvar_20);
  117.   x2_19.z = dot (unity_SHBb, tmpvar_20);
  118.   gl_Position = (glstate_matrix_mvp * _glesVertex);
  119.   xlv_TEXCOORD0 = tmpvar_4;
  120.   xlv_TEXCOORD1 = tmpvar_14;
  121.   xlv_TEXCOORD2 = tmpvar_15;
  122.   xlv_TEXCOORD3 = tmpvar_16;
  123.   xlv_TEXCOORD4 = (x2_19 + (unity_SHC.xyz * (
  124.     (normal_18.x * normal_18.x)
  125.    - 
  126.     (normal_18.y * normal_18.y)
  127.   )));
  128. }
  129.  
  130.  
  131. #endif
  132. #ifdef FRAGMENT
  133. #extension GL_EXT_shader_texture_lod : enable
  134. lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
  135. {
  136. #if defined(GL_EXT_shader_texture_lod)
  137.     return textureCubeLodEXT(sampler, coord, lod);
  138. #else
  139.     return textureCube(sampler, coord, lod);
  140. #endif
  141. }
  142.  
  143. uniform highp vec3 _WorldSpaceCameraPos;
  144. uniform mediump vec4 _WorldSpaceLightPos0;
  145. uniform mediump vec4 unity_SHAr;
  146. uniform mediump vec4 unity_SHAg;
  147. uniform mediump vec4 unity_SHAb;
  148. uniform lowp samplerCube unity_SpecCube0;
  149. uniform mediump vec4 unity_SpecCube0_HDR;
  150. uniform mediump vec4 unity_ColorSpaceDielectricSpec;
  151. uniform lowp vec4 _LightColor0;
  152. uniform mediump vec4 unity_LightGammaCorrectionConsts;
  153. uniform sampler2D _MainTex;
  154. uniform sampler2D _BumpMap;
  155. uniform sampler2D _SpecTex;
  156. uniform lowp samplerCube _Cube;
  157. uniform lowp float _MetallicIntensity;
  158. uniform lowp float _SmoothnessIntensity;
  159. uniform lowp float _Cubepower;
  160. varying highp vec4 xlv_TEXCOORD0;
  161. varying highp vec4 xlv_TEXCOORD1;
  162. varying highp vec4 xlv_TEXCOORD2;
  163. varying highp vec4 xlv_TEXCOORD3;
  164. varying mediump vec3 xlv_TEXCOORD4;
  165. void main ()
  166. {
  167.   mediump vec3 tmpvar_1;
  168.   highp vec4 tmpvar_2;
  169.   mediump vec3 tmpvar_3;
  170.   mediump vec3 tmpvar_4;
  171.   lowp vec3 worldN_5;
  172.   lowp vec4 c_6;
  173.   lowp vec3 worldViewDir_7;
  174.   lowp vec3 lightDir_8;
  175.   highp vec3 tmpvar_9;
  176.   mediump vec3 tmpvar_10;
  177.   mediump vec3 tmpvar_11;
  178.   mediump vec3 tmpvar_12;
  179.   highp vec3 tmpvar_13;
  180.   tmpvar_13.x = xlv_TEXCOORD1.w;
  181.   tmpvar_13.y = xlv_TEXCOORD2.w;
  182.   tmpvar_13.z = xlv_TEXCOORD3.w;
  183.   mediump vec3 tmpvar_14;
  184.   tmpvar_14 = _WorldSpaceLightPos0.xyz;
  185.   lightDir_8 = tmpvar_14;
  186.   highp vec3 tmpvar_15;
  187.   tmpvar_15 = normalize((_WorldSpaceCameraPos - tmpvar_13));
  188.   worldViewDir_7 = tmpvar_15;
  189.   tmpvar_9 = -(worldViewDir_7);
  190.   tmpvar_10 = xlv_TEXCOORD1.xyz;
  191.   tmpvar_11 = xlv_TEXCOORD2.xyz;
  192.   tmpvar_12 = xlv_TEXCOORD3.xyz;
  193.   lowp vec3 tmpvar_16;
  194.   mediump vec3 tmpvar_17;
  195.   mediump float tmpvar_18;
  196.   mediump float tmpvar_19;
  197.   lowp vec3 tmpvar_20;
  198.   tmpvar_20 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  199.   lowp vec4 tmpvar_21;
  200.   tmpvar_21 = texture2D (_SpecTex, xlv_TEXCOORD0.xy);
  201.   tmpvar_16 = texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz;
  202.   tmpvar_19 = (tmpvar_21.x * _SmoothnessIntensity);
  203.   tmpvar_18 = (tmpvar_21.y * _MetallicIntensity);
  204.   mediump vec3 tmpvar_22;
  205.   tmpvar_22.x = dot (tmpvar_10, tmpvar_20);
  206.   tmpvar_22.y = dot (tmpvar_11, tmpvar_20);
  207.   tmpvar_22.z = dot (tmpvar_12, tmpvar_20);
  208.   highp vec3 tmpvar_23;
  209.   tmpvar_23 = (tmpvar_9 - (2.0 * (
  210.     dot (tmpvar_22, tmpvar_9)
  211.    * tmpvar_22)));
  212.   lowp vec4 tmpvar_24;
  213.   tmpvar_24 = textureCube (_Cube, tmpvar_23);
  214.   tmpvar_17 = ((tmpvar_24.xyz * tmpvar_21.z) * _Cubepower);
  215.   highp float tmpvar_25;
  216.   tmpvar_25 = dot (xlv_TEXCOORD1.xyz, tmpvar_20);
  217.   worldN_5.x = tmpvar_25;
  218.   highp float tmpvar_26;
  219.   tmpvar_26 = dot (xlv_TEXCOORD2.xyz, tmpvar_20);
  220.   worldN_5.y = tmpvar_26;
  221.   highp float tmpvar_27;
  222.   tmpvar_27 = dot (xlv_TEXCOORD3.xyz, tmpvar_20);
  223.   worldN_5.z = tmpvar_27;
  224.   tmpvar_3 = _LightColor0.xyz;
  225.   tmpvar_4 = lightDir_8;
  226.   mediump vec3 normal_28;
  227.   normal_28 = worldN_5;
  228.   tmpvar_1 = worldViewDir_7;
  229.   tmpvar_2 = unity_SpecCube0_HDR;
  230.   mediump vec3 I_29;
  231.   I_29 = -(tmpvar_1);
  232.   mediump vec3 normalWorld_30;
  233.   normalWorld_30 = worldN_5;
  234.   mediump vec4 tmpvar_31;
  235.   tmpvar_31.w = 1.0;
  236.   tmpvar_31.xyz = normalWorld_30;
  237.   mediump vec3 x1_32;
  238.   x1_32.x = dot (unity_SHAr, tmpvar_31);
  239.   x1_32.y = dot (unity_SHAg, tmpvar_31);
  240.   x1_32.z = dot (unity_SHAb, tmpvar_31);
  241.   mediump vec4 hdr_33;
  242.   hdr_33 = tmpvar_2;
  243.   mediump vec4 tmpvar_34;
  244.   tmpvar_34.xyz = (I_29 - (2.0 * (
  245.     dot (worldN_5, I_29)
  246.    * worldN_5)));
  247.   tmpvar_34.w = (pow ((1.0 - tmpvar_19), 0.75) * 7.0);
  248.   lowp vec4 tmpvar_35;
  249.   tmpvar_35 = impl_low_textureCubeLodEXT (unity_SpecCube0, tmpvar_34.xyz, tmpvar_34.w);
  250.   mediump vec4 tmpvar_36;
  251.   tmpvar_36 = tmpvar_35;
  252.   lowp vec3 tmpvar_37;
  253.   mediump vec3 viewDir_38;
  254.   viewDir_38 = worldViewDir_7;
  255.   mediump vec4 c_39;
  256.   lowp vec3 tmpvar_40;
  257.   tmpvar_40 = normalize(worldN_5);
  258.   mediump vec3 tmpvar_41;
  259.   mediump vec3 albedo_42;
  260.   albedo_42 = tmpvar_16;
  261.   mediump vec3 tmpvar_43;
  262.   tmpvar_43 = mix (unity_ColorSpaceDielectricSpec.xyz, albedo_42, vec3(tmpvar_18));
  263.   mediump float tmpvar_44;
  264.   tmpvar_44 = (unity_ColorSpaceDielectricSpec.w - (tmpvar_18 * unity_ColorSpaceDielectricSpec.w));
  265.   tmpvar_41 = (albedo_42 * tmpvar_44);
  266.   tmpvar_37 = tmpvar_41;
  267.   mediump vec3 diffColor_45;
  268.   diffColor_45 = tmpvar_37;
  269.   tmpvar_37 = diffColor_45;
  270.   mediump vec3 diffColor_46;
  271.   diffColor_46 = tmpvar_37;
  272.   mediump vec3 normal_47;
  273.   normal_47 = tmpvar_40;
  274.   mediump vec3 tmpvar_48;
  275.   mediump vec3 inVec_49;
  276.   inVec_49 = (tmpvar_4 + viewDir_38);
  277.   tmpvar_48 = (inVec_49 * inversesqrt(max (0.001, 
  278.     dot (inVec_49, inVec_49)
  279.   )));
  280.   mediump float tmpvar_50;
  281.   tmpvar_50 = max (0.0, dot (tmpvar_4, tmpvar_48));
  282.   mediump float tmpvar_51;
  283.   tmpvar_51 = (1.0 - tmpvar_19);
  284.   mediump float tmpvar_52;
  285.   mediump float tmpvar_53;
  286.   tmpvar_53 = max ((10.0 / log2(
  287.     (((1.0 - tmpvar_51) * 0.968) + 0.03)
  288.   )), -255.937);
  289.   tmpvar_52 = (tmpvar_53 * tmpvar_53);
  290.   mediump float x_54;
  291.   x_54 = (1.0 - max (0.0, dot (normal_47, viewDir_38)));
  292.   c_39.xyz = (((
  293.     ((diffColor_46 + (clamp (
  294.       (((tmpvar_52 + 1.0) * pow (max (0.0, 
  295.         dot (normal_47, tmpvar_48)
  296.       ), tmpvar_52)) / (((unity_LightGammaCorrectionConsts.z * 
  297.         (((tmpvar_50 * tmpvar_50) * tmpvar_19) + (tmpvar_51 * tmpvar_51))
  298.       ) * tmpvar_50) + 0.0001))
  299.     , 0.0, 100.0) * tmpvar_43)) * tmpvar_3)
  300.    * 
  301.     max (0.0, dot (normal_28, tmpvar_4))
  302.   ) + (
  303.     (xlv_TEXCOORD4 + x1_32)
  304.    * diffColor_46)) + ((
  305.     (hdr_33.x * tmpvar_36.w)
  306.    * tmpvar_36.xyz) * mix (tmpvar_43, vec3(
  307.     clamp ((tmpvar_19 + (1.0 - tmpvar_44)), 0.0, 1.0)
  308.   ), vec3(
  309.     ((x_54 * x_54) * (x_54 * x_54))
  310.   ))));
  311.   c_39.w = 0.0;
  312.   c_6 = c_39;
  313.   c_6.xyz = (c_6.xyz + tmpvar_17);
  314.   c_6.w = 1.0;
  315.   gl_FragData[0] = c_6;
  316. }
  317.  
  318.  
  319. #endif
  320. "
  321. }
  322. SubProgram "gles3 " {
  323. Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
  324. "!!GLES3
  325. #ifdef VERTEX
  326. #version 300 es
  327. precision highp float;
  328. precision highp int;
  329. uniform     vec4 _Time;
  330. uniform     vec4 _SinTime;
  331. uniform     vec4 _CosTime;
  332. uniform     vec4 unity_DeltaTime;
  333. uniform     vec3 _WorldSpaceCameraPos;
  334. uniform     vec4 _ProjectionParams;
  335. uniform     vec4 _ScreenParams;
  336. uniform     vec4 _ZBufferParams;
  337. uniform     vec4 unity_OrthoParams;
  338. uniform     vec4 unity_CameraWorldClipPlanes[6];
  339. uniform     mat4 unity_CameraProjection;
  340. uniform     mat4 unity_CameraInvProjection;
  341. uniform     mediump vec4 _WorldSpaceLightPos0;
  342. uniform     vec4 _LightPositionRange;
  343. uniform     vec4 unity_4LightPosX0;
  344. uniform     vec4 unity_4LightPosY0;
  345. uniform     vec4 unity_4LightPosZ0;
  346. uniform     mediump vec4 unity_4LightAtten0;
  347. uniform     mediump vec4 unity_LightColor[8];
  348. uniform     vec4 unity_LightPosition[8];
  349. uniform     mediump vec4 unity_LightAtten[8];
  350. uniform     vec4 unity_SpotDirection[8];
  351. uniform     mediump vec4 unity_SHAr;
  352. uniform     mediump vec4 unity_SHAg;
  353. uniform     mediump vec4 unity_SHAb;
  354. uniform     mediump vec4 unity_SHBr;
  355. uniform     mediump vec4 unity_SHBg;
  356. uniform     mediump vec4 unity_SHBb;
  357. uniform     mediump vec4 unity_SHC;
  358. uniform     mediump vec3 unity_LightColor0;
  359. uniform     mediump vec3 unity_LightColor1;
  360. uniform     mediump vec3 unity_LightColor2;
  361. uniform     mediump vec3 unity_LightColor3;
  362. uniform     vec4 unity_ShadowSplitSpheres[4];
  363. uniform     vec4 unity_ShadowSplitSqRadii;
  364. uniform     vec4 unity_LightShadowBias;
  365. uniform     vec4 _LightSplitsNear;
  366. uniform     vec4 _LightSplitsFar;
  367. uniform     mat4 unity_World2Shadow[4];
  368. uniform     mediump vec4 _LightShadowData;
  369. uniform     vec4 unity_ShadowFadeCenterAndType;
  370. uniform     mat4 glstate_matrix_mvp;
  371. uniform     mat4 glstate_matrix_modelview0;
  372. uniform     mat4 glstate_matrix_invtrans_modelview0;
  373. uniform     mat4 _Object2World;
  374. uniform     mat4 _World2Object;
  375. uniform     vec4 unity_LODFade;
  376. uniform     vec4 unity_WorldTransformParams;
  377. uniform     mat4 glstate_matrix_transpose_modelview0;
  378. uniform     mat4 glstate_matrix_projection;
  379. uniform     lowp vec4 glstate_lightmodel_ambient;
  380. uniform     mat4 unity_MatrixV;
  381. uniform     mat4 unity_MatrixVP;
  382. uniform     lowp vec4 unity_AmbientSky;
  383. uniform     lowp vec4 unity_AmbientEquator;
  384. uniform     lowp vec4 unity_AmbientGround;
  385. uniform     lowp vec4 unity_FogColor;
  386. uniform     vec4 unity_FogParams;
  387. uniform     vec4 unity_LightmapST;
  388. uniform     vec4 unity_DynamicLightmapST;
  389. uniform     vec4 unity_SpecCube0_BoxMax;
  390. uniform     vec4 unity_SpecCube0_BoxMin;
  391. uniform     vec4 unity_SpecCube0_ProbePosition;
  392. uniform     mediump vec4 unity_SpecCube0_HDR;
  393. uniform     vec4 unity_SpecCube1_BoxMax;
  394. uniform     vec4 unity_SpecCube1_BoxMin;
  395. uniform     vec4 unity_SpecCube1_ProbePosition;
  396. uniform     mediump vec4 unity_SpecCube1_HDR;
  397. uniform     lowp vec4 unity_ColorSpaceGrey;
  398. uniform     lowp vec4 unity_ColorSpaceDouble;
  399. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  400. uniform     mediump vec4 unity_ColorSpaceLuminance;
  401. uniform     mediump vec4 unity_Lightmap_HDR;
  402. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  403. uniform     lowp vec4 _LightColor0;
  404. uniform     lowp vec4 _SpecColor;
  405. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  406. uniform     lowp float _MetallicIntensity;
  407. uniform     lowp float _SmoothnessIntensity;
  408. uniform     lowp float _Cubepower;
  409. uniform     vec4 _MainTex_ST;
  410. uniform     vec4 _BumpMap_ST;
  411. in highp vec4 in_POSITION0;
  412. in highp vec4 in_TANGENT0;
  413. in highp vec3 in_NORMAL0;
  414. in highp vec4 in_TEXCOORD0;
  415. out highp vec4 vs_TEXCOORD0;
  416. out highp vec4 vs_TEXCOORD1;
  417. out highp vec4 vs_TEXCOORD2;
  418. out highp vec4 vs_TEXCOORD3;
  419. out mediump vec3 vs_TEXCOORD4;
  420. highp vec4 t0;
  421. mediump vec4 t16_0;
  422. highp vec4 t1;
  423. lowp vec3 t10_2;
  424. highp vec3 t3;
  425. mediump float t16_4;
  426. mediump vec3 t16_5;
  427. highp float t19;
  428. void main()
  429. {
  430.     t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
  431.     t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
  432.     t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
  433.     gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
  434.     vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  435.     vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
  436.     t0.x = in_NORMAL0.x * _World2Object[0].x;
  437.     t0.y = in_NORMAL0.x * _World2Object[1].x;
  438.     t0.zw = in_NORMAL0.xx * _World2Object[2].xx;
  439.     t1.x = in_NORMAL0.y * _World2Object[0].y;
  440.     t1.y = in_NORMAL0.y * _World2Object[1].y;
  441.     t1.zw = in_NORMAL0.yy * _World2Object[2].yy;
  442.     t0 = t0 + t1;
  443.     t1.x = in_NORMAL0.z * _World2Object[0].z;
  444.     t1.y = in_NORMAL0.z * _World2Object[1].z;
  445.     t1.zw = in_NORMAL0.zz * _World2Object[2].zz;
  446.     t0 = t0 + t1;
  447.     t1.x = dot(t0.xyw, t0.xyw);
  448.     t1.x = inversesqrt(t1.x);
  449.     t0 = t0 * t1.xxxx;
  450.     t1.xyz = in_TANGENT0.yyy * _Object2World[1].yzx;
  451.     t1.xyz = _Object2World[0].yzx * in_TANGENT0.xxx + t1.xyz;
  452.     t1.xyz = _Object2World[2].yzx * in_TANGENT0.zzz + t1.xyz;
  453.     t19 = dot(t1.xyz, t1.xyz);
  454.     t19 = inversesqrt(t19);
  455.     t1.xyz = vec3(t19) * t1.xyz;
  456.     t10_2.xyz = t0.wxy * t1.xyz;
  457.     t10_2.xyz = t0.ywx * t1.yzx + (-t10_2.xyz);
  458.     t19 = in_TANGENT0.w * unity_WorldTransformParams.w;
  459.     t10_2.xyz = vec3(t19) * t10_2.xyz;
  460.     vs_TEXCOORD1.y = t10_2.x;
  461.     vs_TEXCOORD1.z = t0.x;
  462.     t3.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
  463.     t3.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t3.xyz;
  464.     t3.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t3.xyz;
  465.     t3.xyz = _Object2World[3].xyz * in_POSITION0.www + t3.xyz;
  466.     vs_TEXCOORD1.w = t3.x;
  467.     vs_TEXCOORD1.x = t1.z;
  468.     vs_TEXCOORD2.x = t1.x;
  469.     vs_TEXCOORD3.x = t1.y;
  470.     vs_TEXCOORD2.w = t3.y;
  471.     vs_TEXCOORD3.w = t3.z;
  472.     vs_TEXCOORD2.z = t0.y;
  473.     vs_TEXCOORD2.y = t10_2.y;
  474.     vs_TEXCOORD3.y = t10_2.z;
  475.     vs_TEXCOORD3.z = t0.w;
  476.     t16_4 = t0.y * t0.y;
  477.     t16_4 = t0.x * t0.x + (-t16_4);
  478.     t16_0 = t0.ywzx * t0;
  479.     t16_5.x = dot(unity_SHBr, t16_0);
  480.     t16_5.y = dot(unity_SHBg, t16_0);
  481.     t16_5.z = dot(unity_SHBb, t16_0);
  482.     vs_TEXCOORD4.xyz = unity_SHC.xyz * vec3(t16_4) + t16_5.xyz;
  483.     return;
  484. }
  485.  
  486. #endif
  487. #ifdef FRAGMENT
  488. #version 300 es
  489. precision highp float;
  490. precision highp int;
  491. uniform     vec4 _Time;
  492. uniform     vec4 _SinTime;
  493. uniform     vec4 _CosTime;
  494. uniform     vec4 unity_DeltaTime;
  495. uniform     vec3 _WorldSpaceCameraPos;
  496. uniform     vec4 _ProjectionParams;
  497. uniform     vec4 _ScreenParams;
  498. uniform     vec4 _ZBufferParams;
  499. uniform     vec4 unity_OrthoParams;
  500. uniform     vec4 unity_CameraWorldClipPlanes[6];
  501. uniform     mat4 unity_CameraProjection;
  502. uniform     mat4 unity_CameraInvProjection;
  503. uniform     mediump vec4 _WorldSpaceLightPos0;
  504. uniform     vec4 _LightPositionRange;
  505. uniform     vec4 unity_4LightPosX0;
  506. uniform     vec4 unity_4LightPosY0;
  507. uniform     vec4 unity_4LightPosZ0;
  508. uniform     mediump vec4 unity_4LightAtten0;
  509. uniform     mediump vec4 unity_LightColor[8];
  510. uniform     vec4 unity_LightPosition[8];
  511. uniform     mediump vec4 unity_LightAtten[8];
  512. uniform     vec4 unity_SpotDirection[8];
  513. uniform     mediump vec4 unity_SHAr;
  514. uniform     mediump vec4 unity_SHAg;
  515. uniform     mediump vec4 unity_SHAb;
  516. uniform     mediump vec4 unity_SHBr;
  517. uniform     mediump vec4 unity_SHBg;
  518. uniform     mediump vec4 unity_SHBb;
  519. uniform     mediump vec4 unity_SHC;
  520. uniform     mediump vec3 unity_LightColor0;
  521. uniform     mediump vec3 unity_LightColor1;
  522. uniform     mediump vec3 unity_LightColor2;
  523. uniform     mediump vec3 unity_LightColor3;
  524. uniform     vec4 unity_ShadowSplitSpheres[4];
  525. uniform     vec4 unity_ShadowSplitSqRadii;
  526. uniform     vec4 unity_LightShadowBias;
  527. uniform     vec4 _LightSplitsNear;
  528. uniform     vec4 _LightSplitsFar;
  529. uniform     mat4 unity_World2Shadow[4];
  530. uniform     mediump vec4 _LightShadowData;
  531. uniform     vec4 unity_ShadowFadeCenterAndType;
  532. uniform     mat4 glstate_matrix_mvp;
  533. uniform     mat4 glstate_matrix_modelview0;
  534. uniform     mat4 glstate_matrix_invtrans_modelview0;
  535. uniform     mat4 _Object2World;
  536. uniform     mat4 _World2Object;
  537. uniform     vec4 unity_LODFade;
  538. uniform     vec4 unity_WorldTransformParams;
  539. uniform     mat4 glstate_matrix_transpose_modelview0;
  540. uniform     mat4 glstate_matrix_projection;
  541. uniform     lowp vec4 glstate_lightmodel_ambient;
  542. uniform     mat4 unity_MatrixV;
  543. uniform     mat4 unity_MatrixVP;
  544. uniform     lowp vec4 unity_AmbientSky;
  545. uniform     lowp vec4 unity_AmbientEquator;
  546. uniform     lowp vec4 unity_AmbientGround;
  547. uniform     lowp vec4 unity_FogColor;
  548. uniform     vec4 unity_FogParams;
  549. uniform     vec4 unity_LightmapST;
  550. uniform     vec4 unity_DynamicLightmapST;
  551. uniform     vec4 unity_SpecCube0_BoxMax;
  552. uniform     vec4 unity_SpecCube0_BoxMin;
  553. uniform     vec4 unity_SpecCube0_ProbePosition;
  554. uniform     mediump vec4 unity_SpecCube0_HDR;
  555. uniform     vec4 unity_SpecCube1_BoxMax;
  556. uniform     vec4 unity_SpecCube1_BoxMin;
  557. uniform     vec4 unity_SpecCube1_ProbePosition;
  558. uniform     mediump vec4 unity_SpecCube1_HDR;
  559. uniform     lowp vec4 unity_ColorSpaceGrey;
  560. uniform     lowp vec4 unity_ColorSpaceDouble;
  561. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  562. uniform     mediump vec4 unity_ColorSpaceLuminance;
  563. uniform     mediump vec4 unity_Lightmap_HDR;
  564. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  565. uniform     lowp vec4 _LightColor0;
  566. uniform     lowp vec4 _SpecColor;
  567. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  568. uniform     lowp float _MetallicIntensity;
  569. uniform     lowp float _SmoothnessIntensity;
  570. uniform     lowp float _Cubepower;
  571. uniform     vec4 _MainTex_ST;
  572. uniform     vec4 _BumpMap_ST;
  573. uniform lowp sampler2D _MainTex;
  574. uniform lowp sampler2D _BumpMap;
  575. uniform lowp sampler2D _SpecTex;
  576. uniform lowp samplerCube _Cube;
  577. uniform lowp samplerCube unity_SpecCube0;
  578. in highp vec4 vs_TEXCOORD0;
  579. in highp vec4 vs_TEXCOORD1;
  580. in highp vec4 vs_TEXCOORD2;
  581. in highp vec4 vs_TEXCOORD3;
  582. in mediump vec3 vs_TEXCOORD4;
  583. layout(location = 0) out lowp vec4 SV_Target0;
  584. highp vec3 t0;
  585. mediump vec3 t16_0;
  586. lowp vec3 t10_0;
  587. mediump vec4 t16_1;
  588. lowp vec3 t10_2;
  589. mediump vec3 t16_3;
  590. lowp vec4 t10_4;
  591. highp vec4 t5;
  592. lowp vec4 t10_5;
  593. lowp vec3 t10_6;
  594. lowp vec3 t10_7;
  595. mediump vec3 t16_8;
  596. mediump vec3 t16_9;
  597. mediump vec3 t16_11;
  598. mediump float t16_12;
  599. mediump vec3 t16_13;
  600. mediump float t16_21;
  601. highp float t30;
  602. mediump float t16_30;
  603. mediump float t16_31;
  604. void main()
  605. {
  606.     t0.x = vs_TEXCOORD1.w;
  607.     t0.y = vs_TEXCOORD2.w;
  608.     t0.z = vs_TEXCOORD3.w;
  609.     t0.xyz = (-t0.xyz) + _WorldSpaceCameraPos.xyzx.xyz;
  610.     t30 = dot(t0.xyz, t0.xyz);
  611.     t30 = inversesqrt(t30);
  612.     t16_1.xyz = t0.xyz * vec3(t30) + _WorldSpaceLightPos0.xyz;
  613.     t0.xyz = vec3(t30) * t0.xyz;
  614.     t16_31 = dot(t16_1.xyz, t16_1.xyz);
  615.     t16_30 = max(t16_31, 0.00100000005);
  616.     t16_31 = inversesqrt(t16_30);
  617.     t16_1.xyz = vec3(t16_31) * t16_1.xyz;
  618.     t16_31 = dot(_WorldSpaceLightPos0.xyz, t16_1.xyz);
  619.     t16_30 = max(t16_31, 0.0);
  620.     t16_31 = t16_30 * t16_30;
  621.     t10_2.xyz = texture(_SpecTex, vs_TEXCOORD0.xy).xyz;
  622.     t16_3.x = (-t10_2.x) * _SmoothnessIntensity + 1.0;
  623.     t16_13.x = t16_3.x * t16_3.x;
  624.     t10_4.xy = t10_2.xy * vec2(_SmoothnessIntensity, _MetallicIntensity);
  625.     t16_31 = t16_31 * t10_4.x + t16_13.x;
  626.     t16_31 = t16_31 * unity_LightGammaCorrectionConsts.z;
  627.     t16_30 = t16_31 * t16_30 + 9.99999975e-05;
  628.     t16_31 = (-t16_3.x) + 1.0;
  629.     t16_3.x = log2(t16_3.x);
  630.     t16_3.x = t16_3.x * 0.75;
  631.     t16_3.x = exp2(t16_3.x);
  632.     t16_3.x = t16_3.x * 7.0;
  633.     t16_31 = t16_31 * 0.967999995 + 0.0299999993;
  634.     t16_31 = log2(t16_31);
  635.     t16_31 = 10.0 / t16_31;
  636.     t16_11.z = max(t16_31, -255.936996);
  637.     t16_13.x = t16_11.z * t16_11.z + 1.0;
  638.     t10_5.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz;
  639.     t10_4.xzw = t10_5.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
  640.     t5.x = dot(vs_TEXCOORD1.xyz, t10_4.xzw);
  641.     t5.y = dot(vs_TEXCOORD2.xyz, t10_4.xzw);
  642.     t5.z = dot(vs_TEXCOORD3.xyz, t10_4.xzw);
  643.     t10_6.x = dot(t5.xyz, t5.xyz);
  644.     t10_6.x = inversesqrt(t10_6.x);
  645.     t10_6.xyz = t5.xyz * t10_6.xxx;
  646.     t16_1.x = dot(t10_6.xyz, t16_1.xyz);
  647.     t16_11.x = dot(t10_6.xyz, t0.xyz);
  648.     t16_12 = max(t16_11.x, 0.0);
  649.     t16_11.x = (-t16_12) + 1.0;
  650.     t16_1.yw = t16_11.xz * t16_11.xz;
  651.     t16_12 = max(t16_1.x, 0.0);
  652.     t16_1.x = log2(t16_12);
  653.     t16_1.xy = vec2(t16_1.x * t16_1.w, t16_1.y * t16_1.y);
  654.     t16_1.x = exp2(t16_1.x);
  655.     t16_1.x = t16_1.x * t16_13.x;
  656.     t16_30 = t16_1.x / t16_30;
  657.     t16_1.x = max(t16_30, 0.0);
  658.     t16_1.x = min(t16_1.x, 100.0);
  659.     t10_7.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz;
  660.     t16_13.xyz = t10_7.xyz + (-unity_ColorSpaceDielectricSpec.xyz);
  661.     t16_13.xyz = t10_4.yyy * t16_13.xyz + unity_ColorSpaceDielectricSpec.xyz;
  662.     t16_21 = (-t10_4.y) * unity_ColorSpaceDielectricSpec.w + unity_ColorSpaceDielectricSpec.w;
  663.     t16_8.xyz = vec3(t16_21) * t10_7.xyz;
  664.     t16_21 = (-t16_21) + 1.0;
  665.     t16_21 = t10_2.x * _SmoothnessIntensity + t16_21;
  666.     t16_21 = clamp(t16_21, 0.0, 1.0);
  667.     t16_9.xyz = (-t16_13.xyz) + vec3(t16_21);
  668.     t16_11.xyz = t16_1.yyy * t16_9.xyz + t16_13.xyz;
  669.     t16_13.xyz = t16_1.xxx * t16_13.xyz + t16_8.xyz;
  670.     t16_13.xyz = t16_13.xyz * _LightColor0.xyz;
  671.     t5.w = 1.0;
  672.     t16_9.x = dot(unity_SHAr, t5);
  673.     t16_9.y = dot(unity_SHAg, t5);
  674.     t16_9.z = dot(unity_SHAb, t5);
  675.     t16_9.xyz = t16_9.xyz + vs_TEXCOORD4.xyz;
  676.     t16_8.xyz = t16_8.xyz * t16_9.xyz;
  677.     t16_1.x = dot(t5.xyz, _WorldSpaceLightPos0.xyz);
  678.     t16_30 = max(t16_1.x, 0.0);
  679.     t16_13.xyz = t16_13.xyz * vec3(t16_30) + t16_8.xyz;
  680.     t16_1.x = dot((-t0.xyz), t5.xyz);
  681.     t16_1.x = t16_1.x + t16_1.x;
  682.     t16_8.xyz = t5.xyz * (-t16_1.xxx) + (-t0.xyz);
  683.     t10_5 = textureLod(unity_SpecCube0, t16_8.xyz, t16_3.x);
  684.     t16_1.x = t10_5.w * unity_SpecCube0_HDR.x;
  685.     t16_8.xyz = t10_5.xyz * t16_1.xxx;
  686.     t16_1.xyz = t16_8.xyz * t16_11.xyz + t16_13.xyz;
  687.     t16_3.x = dot(vs_TEXCOORD1.xyz, t10_4.xzw);
  688.     t16_3.y = dot(vs_TEXCOORD2.xyz, t10_4.xzw);
  689.     t16_3.z = dot(vs_TEXCOORD3.xyz, t10_4.xzw);
  690.     t30 = dot((-t0.xyz), t16_3.xyz);
  691.     t30 = t30 + t30;
  692.     t0.xyz = t16_3.xyz * (-vec3(t30)) + (-t0.xyz);
  693.     t10_0.xyz = texture(_Cube, t0.xyz).xyz;
  694.     t16_0.xyz = t10_2.zzz * t10_0.xyz;
  695.     t16_1.xyz = t16_0.xyz * vec3(_Cubepower) + t16_1.xyz;
  696.     SV_Target0.xyz = t16_1.xyz;
  697.     SV_Target0.w = 1.0;
  698.     return;
  699. }
  700.  
  701. #endif
  702. "
  703. }
  704. SubProgram "gles " {
  705. Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
  706. "!!GLES
  707. #version 100
  708.  
  709. #ifdef VERTEX
  710. attribute vec4 _glesTANGENT;
  711. attribute vec4 _glesVertex;
  712. attribute vec3 _glesNormal;
  713. attribute vec4 _glesMultiTexCoord0;
  714. uniform highp vec4 unity_4LightPosX0;
  715. uniform highp vec4 unity_4LightPosY0;
  716. uniform highp vec4 unity_4LightPosZ0;
  717. uniform mediump vec4 unity_4LightAtten0;
  718. uniform mediump vec4 unity_LightColor[8];
  719. uniform mediump vec4 unity_SHBr;
  720. uniform mediump vec4 unity_SHBg;
  721. uniform mediump vec4 unity_SHBb;
  722. uniform mediump vec4 unity_SHC;
  723. uniform highp mat4 glstate_matrix_mvp;
  724. uniform highp mat4 _Object2World;
  725. uniform highp mat4 _World2Object;
  726. uniform highp vec4 unity_WorldTransformParams;
  727. uniform highp vec4 _MainTex_ST;
  728. uniform highp vec4 _BumpMap_ST;
  729. varying highp vec4 xlv_TEXCOORD0;
  730. varying highp vec4 xlv_TEXCOORD1;
  731. varying highp vec4 xlv_TEXCOORD2;
  732. varying highp vec4 xlv_TEXCOORD3;
  733. varying mediump vec3 xlv_TEXCOORD4;
  734. void main ()
  735. {
  736.   lowp float tangentSign_1;
  737.   lowp vec3 worldTangent_2;
  738.   lowp vec3 worldNormal_3;
  739.   highp vec4 tmpvar_4;
  740.   mediump vec3 tmpvar_5;
  741.   tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  742.   tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  743.   highp vec3 tmpvar_6;
  744.   tmpvar_6 = (_Object2World * _glesVertex).xyz;
  745.   highp vec4 v_7;
  746.   v_7.x = _World2Object[0].x;
  747.   v_7.y = _World2Object[1].x;
  748.   v_7.z = _World2Object[2].x;
  749.   v_7.w = _World2Object[3].x;
  750.   highp vec4 v_8;
  751.   v_8.x = _World2Object[0].y;
  752.   v_8.y = _World2Object[1].y;
  753.   v_8.z = _World2Object[2].y;
  754.   v_8.w = _World2Object[3].y;
  755.   highp vec4 v_9;
  756.   v_9.x = _World2Object[0].z;
  757.   v_9.y = _World2Object[1].z;
  758.   v_9.z = _World2Object[2].z;
  759.   v_9.w = _World2Object[3].z;
  760.   highp vec3 tmpvar_10;
  761.   tmpvar_10 = normalize(((
  762.     (v_7.xyz * _glesNormal.x)
  763.    + 
  764.     (v_8.xyz * _glesNormal.y)
  765.   ) + (v_9.xyz * _glesNormal.z)));
  766.   worldNormal_3 = tmpvar_10;
  767.   highp mat3 tmpvar_11;
  768.   tmpvar_11[0] = _Object2World[0].xyz;
  769.   tmpvar_11[1] = _Object2World[1].xyz;
  770.   tmpvar_11[2] = _Object2World[2].xyz;
  771.   highp vec3 tmpvar_12;
  772.   tmpvar_12 = normalize((tmpvar_11 * _glesTANGENT.xyz));
  773.   worldTangent_2 = tmpvar_12;
  774.   highp float tmpvar_13;
  775.   tmpvar_13 = (_glesTANGENT.w * unity_WorldTransformParams.w);
  776.   tangentSign_1 = tmpvar_13;
  777.   lowp vec3 tmpvar_14;
  778.   tmpvar_14 = (((worldNormal_3.yzx * worldTangent_2.zxy) - (worldNormal_3.zxy * worldTangent_2.yzx)) * tangentSign_1);
  779.   highp vec4 tmpvar_15;
  780.   tmpvar_15.x = worldTangent_2.x;
  781.   tmpvar_15.y = tmpvar_14.x;
  782.   tmpvar_15.z = worldNormal_3.x;
  783.   tmpvar_15.w = tmpvar_6.x;
  784.   highp vec4 tmpvar_16;
  785.   tmpvar_16.x = worldTangent_2.y;
  786.   tmpvar_16.y = tmpvar_14.y;
  787.   tmpvar_16.z = worldNormal_3.y;
  788.   tmpvar_16.w = tmpvar_6.y;
  789.   highp vec4 tmpvar_17;
  790.   tmpvar_17.x = worldTangent_2.z;
  791.   tmpvar_17.y = tmpvar_14.z;
  792.   tmpvar_17.z = worldNormal_3.z;
  793.   tmpvar_17.w = tmpvar_6.z;
  794.   lowp vec4 tmpvar_18;
  795.   tmpvar_18.w = 1.0;
  796.   tmpvar_18.xyz = worldNormal_3;
  797.   mediump vec4 normal_19;
  798.   normal_19 = tmpvar_18;
  799.   mediump vec3 x2_20;
  800.   mediump vec4 tmpvar_21;
  801.   tmpvar_21 = (normal_19.xyzz * normal_19.yzzx);
  802.   x2_20.x = dot (unity_SHBr, tmpvar_21);
  803.   x2_20.y = dot (unity_SHBg, tmpvar_21);
  804.   x2_20.z = dot (unity_SHBb, tmpvar_21);
  805.   highp vec3 lightColor0_22;
  806.   lightColor0_22 = unity_LightColor[0].xyz;
  807.   highp vec3 lightColor1_23;
  808.   lightColor1_23 = unity_LightColor[1].xyz;
  809.   highp vec3 lightColor2_24;
  810.   lightColor2_24 = unity_LightColor[2].xyz;
  811.   highp vec3 lightColor3_25;
  812.   lightColor3_25 = unity_LightColor[3].xyz;
  813.   highp vec4 lightAttenSq_26;
  814.   lightAttenSq_26 = unity_4LightAtten0;
  815.   highp vec3 normal_27;
  816.   normal_27 = worldNormal_3;
  817.   highp vec3 col_28;
  818.   highp vec4 ndotl_29;
  819.   highp vec4 lengthSq_30;
  820.   highp vec4 tmpvar_31;
  821.   tmpvar_31 = (unity_4LightPosX0 - tmpvar_6.x);
  822.   highp vec4 tmpvar_32;
  823.   tmpvar_32 = (unity_4LightPosY0 - tmpvar_6.y);
  824.   highp vec4 tmpvar_33;
  825.   tmpvar_33 = (unity_4LightPosZ0 - tmpvar_6.z);
  826.   lengthSq_30 = (tmpvar_31 * tmpvar_31);
  827.   lengthSq_30 = (lengthSq_30 + (tmpvar_32 * tmpvar_32));
  828.   lengthSq_30 = (lengthSq_30 + (tmpvar_33 * tmpvar_33));
  829.   ndotl_29 = (tmpvar_31 * normal_27.x);
  830.   ndotl_29 = (ndotl_29 + (tmpvar_32 * normal_27.y));
  831.   ndotl_29 = (ndotl_29 + (tmpvar_33 * normal_27.z));
  832.   highp vec4 tmpvar_34;
  833.   tmpvar_34 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_29 * inversesqrt(lengthSq_30)));
  834.   ndotl_29 = tmpvar_34;
  835.   highp vec4 tmpvar_35;
  836.   tmpvar_35 = (tmpvar_34 * (1.0/((1.0 + 
  837.     (lengthSq_30 * lightAttenSq_26)
  838.   ))));
  839.   col_28 = (lightColor0_22 * tmpvar_35.x);
  840.   col_28 = (col_28 + (lightColor1_23 * tmpvar_35.y));
  841.   col_28 = (col_28 + (lightColor2_24 * tmpvar_35.z));
  842.   col_28 = (col_28 + (lightColor3_25 * tmpvar_35.w));
  843.   tmpvar_5 = ((x2_20 + (unity_SHC.xyz * 
  844.     ((normal_19.x * normal_19.x) - (normal_19.y * normal_19.y))
  845.   )) + col_28);
  846.   gl_Position = (glstate_matrix_mvp * _glesVertex);
  847.   xlv_TEXCOORD0 = tmpvar_4;
  848.   xlv_TEXCOORD1 = tmpvar_15;
  849.   xlv_TEXCOORD2 = tmpvar_16;
  850.   xlv_TEXCOORD3 = tmpvar_17;
  851.   xlv_TEXCOORD4 = tmpvar_5;
  852. }
  853.  
  854.  
  855. #endif
  856. #ifdef FRAGMENT
  857. #extension GL_EXT_shader_texture_lod : enable
  858. lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
  859. {
  860. #if defined(GL_EXT_shader_texture_lod)
  861.     return textureCubeLodEXT(sampler, coord, lod);
  862. #else
  863.     return textureCube(sampler, coord, lod);
  864. #endif
  865. }
  866.  
  867. uniform highp vec3 _WorldSpaceCameraPos;
  868. uniform mediump vec4 _WorldSpaceLightPos0;
  869. uniform mediump vec4 unity_SHAr;
  870. uniform mediump vec4 unity_SHAg;
  871. uniform mediump vec4 unity_SHAb;
  872. uniform lowp samplerCube unity_SpecCube0;
  873. uniform mediump vec4 unity_SpecCube0_HDR;
  874. uniform mediump vec4 unity_ColorSpaceDielectricSpec;
  875. uniform lowp vec4 _LightColor0;
  876. uniform mediump vec4 unity_LightGammaCorrectionConsts;
  877. uniform sampler2D _MainTex;
  878. uniform sampler2D _BumpMap;
  879. uniform sampler2D _SpecTex;
  880. uniform lowp samplerCube _Cube;
  881. uniform lowp float _MetallicIntensity;
  882. uniform lowp float _SmoothnessIntensity;
  883. uniform lowp float _Cubepower;
  884. varying highp vec4 xlv_TEXCOORD0;
  885. varying highp vec4 xlv_TEXCOORD1;
  886. varying highp vec4 xlv_TEXCOORD2;
  887. varying highp vec4 xlv_TEXCOORD3;
  888. varying mediump vec3 xlv_TEXCOORD4;
  889. void main ()
  890. {
  891.   mediump vec3 tmpvar_1;
  892.   highp vec4 tmpvar_2;
  893.   mediump vec3 tmpvar_3;
  894.   mediump vec3 tmpvar_4;
  895.   lowp vec3 worldN_5;
  896.   lowp vec4 c_6;
  897.   lowp vec3 worldViewDir_7;
  898.   lowp vec3 lightDir_8;
  899.   highp vec3 tmpvar_9;
  900.   mediump vec3 tmpvar_10;
  901.   mediump vec3 tmpvar_11;
  902.   mediump vec3 tmpvar_12;
  903.   highp vec3 tmpvar_13;
  904.   tmpvar_13.x = xlv_TEXCOORD1.w;
  905.   tmpvar_13.y = xlv_TEXCOORD2.w;
  906.   tmpvar_13.z = xlv_TEXCOORD3.w;
  907.   mediump vec3 tmpvar_14;
  908.   tmpvar_14 = _WorldSpaceLightPos0.xyz;
  909.   lightDir_8 = tmpvar_14;
  910.   highp vec3 tmpvar_15;
  911.   tmpvar_15 = normalize((_WorldSpaceCameraPos - tmpvar_13));
  912.   worldViewDir_7 = tmpvar_15;
  913.   tmpvar_9 = -(worldViewDir_7);
  914.   tmpvar_10 = xlv_TEXCOORD1.xyz;
  915.   tmpvar_11 = xlv_TEXCOORD2.xyz;
  916.   tmpvar_12 = xlv_TEXCOORD3.xyz;
  917.   lowp vec3 tmpvar_16;
  918.   mediump vec3 tmpvar_17;
  919.   mediump float tmpvar_18;
  920.   mediump float tmpvar_19;
  921.   lowp vec3 tmpvar_20;
  922.   tmpvar_20 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  923.   lowp vec4 tmpvar_21;
  924.   tmpvar_21 = texture2D (_SpecTex, xlv_TEXCOORD0.xy);
  925.   tmpvar_16 = texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz;
  926.   tmpvar_19 = (tmpvar_21.x * _SmoothnessIntensity);
  927.   tmpvar_18 = (tmpvar_21.y * _MetallicIntensity);
  928.   mediump vec3 tmpvar_22;
  929.   tmpvar_22.x = dot (tmpvar_10, tmpvar_20);
  930.   tmpvar_22.y = dot (tmpvar_11, tmpvar_20);
  931.   tmpvar_22.z = dot (tmpvar_12, tmpvar_20);
  932.   highp vec3 tmpvar_23;
  933.   tmpvar_23 = (tmpvar_9 - (2.0 * (
  934.     dot (tmpvar_22, tmpvar_9)
  935.    * tmpvar_22)));
  936.   lowp vec4 tmpvar_24;
  937.   tmpvar_24 = textureCube (_Cube, tmpvar_23);
  938.   tmpvar_17 = ((tmpvar_24.xyz * tmpvar_21.z) * _Cubepower);
  939.   highp float tmpvar_25;
  940.   tmpvar_25 = dot (xlv_TEXCOORD1.xyz, tmpvar_20);
  941.   worldN_5.x = tmpvar_25;
  942.   highp float tmpvar_26;
  943.   tmpvar_26 = dot (xlv_TEXCOORD2.xyz, tmpvar_20);
  944.   worldN_5.y = tmpvar_26;
  945.   highp float tmpvar_27;
  946.   tmpvar_27 = dot (xlv_TEXCOORD3.xyz, tmpvar_20);
  947.   worldN_5.z = tmpvar_27;
  948.   tmpvar_3 = _LightColor0.xyz;
  949.   tmpvar_4 = lightDir_8;
  950.   mediump vec3 normal_28;
  951.   normal_28 = worldN_5;
  952.   tmpvar_1 = worldViewDir_7;
  953.   tmpvar_2 = unity_SpecCube0_HDR;
  954.   mediump vec3 I_29;
  955.   I_29 = -(tmpvar_1);
  956.   mediump vec3 normalWorld_30;
  957.   normalWorld_30 = worldN_5;
  958.   mediump vec4 tmpvar_31;
  959.   tmpvar_31.w = 1.0;
  960.   tmpvar_31.xyz = normalWorld_30;
  961.   mediump vec3 x1_32;
  962.   x1_32.x = dot (unity_SHAr, tmpvar_31);
  963.   x1_32.y = dot (unity_SHAg, tmpvar_31);
  964.   x1_32.z = dot (unity_SHAb, tmpvar_31);
  965.   mediump vec4 hdr_33;
  966.   hdr_33 = tmpvar_2;
  967.   mediump vec4 tmpvar_34;
  968.   tmpvar_34.xyz = (I_29 - (2.0 * (
  969.     dot (worldN_5, I_29)
  970.    * worldN_5)));
  971.   tmpvar_34.w = (pow ((1.0 - tmpvar_19), 0.75) * 7.0);
  972.   lowp vec4 tmpvar_35;
  973.   tmpvar_35 = impl_low_textureCubeLodEXT (unity_SpecCube0, tmpvar_34.xyz, tmpvar_34.w);
  974.   mediump vec4 tmpvar_36;
  975.   tmpvar_36 = tmpvar_35;
  976.   lowp vec3 tmpvar_37;
  977.   mediump vec3 viewDir_38;
  978.   viewDir_38 = worldViewDir_7;
  979.   mediump vec4 c_39;
  980.   lowp vec3 tmpvar_40;
  981.   tmpvar_40 = normalize(worldN_5);
  982.   mediump vec3 tmpvar_41;
  983.   mediump vec3 albedo_42;
  984.   albedo_42 = tmpvar_16;
  985.   mediump vec3 tmpvar_43;
  986.   tmpvar_43 = mix (unity_ColorSpaceDielectricSpec.xyz, albedo_42, vec3(tmpvar_18));
  987.   mediump float tmpvar_44;
  988.   tmpvar_44 = (unity_ColorSpaceDielectricSpec.w - (tmpvar_18 * unity_ColorSpaceDielectricSpec.w));
  989.   tmpvar_41 = (albedo_42 * tmpvar_44);
  990.   tmpvar_37 = tmpvar_41;
  991.   mediump vec3 diffColor_45;
  992.   diffColor_45 = tmpvar_37;
  993.   tmpvar_37 = diffColor_45;
  994.   mediump vec3 diffColor_46;
  995.   diffColor_46 = tmpvar_37;
  996.   mediump vec3 normal_47;
  997.   normal_47 = tmpvar_40;
  998.   mediump vec3 tmpvar_48;
  999.   mediump vec3 inVec_49;
  1000.   inVec_49 = (tmpvar_4 + viewDir_38);
  1001.   tmpvar_48 = (inVec_49 * inversesqrt(max (0.001, 
  1002.     dot (inVec_49, inVec_49)
  1003.   )));
  1004.   mediump float tmpvar_50;
  1005.   tmpvar_50 = max (0.0, dot (tmpvar_4, tmpvar_48));
  1006.   mediump float tmpvar_51;
  1007.   tmpvar_51 = (1.0 - tmpvar_19);
  1008.   mediump float tmpvar_52;
  1009.   mediump float tmpvar_53;
  1010.   tmpvar_53 = max ((10.0 / log2(
  1011.     (((1.0 - tmpvar_51) * 0.968) + 0.03)
  1012.   )), -255.937);
  1013.   tmpvar_52 = (tmpvar_53 * tmpvar_53);
  1014.   mediump float x_54;
  1015.   x_54 = (1.0 - max (0.0, dot (normal_47, viewDir_38)));
  1016.   c_39.xyz = (((
  1017.     ((diffColor_46 + (clamp (
  1018.       (((tmpvar_52 + 1.0) * pow (max (0.0, 
  1019.         dot (normal_47, tmpvar_48)
  1020.       ), tmpvar_52)) / (((unity_LightGammaCorrectionConsts.z * 
  1021.         (((tmpvar_50 * tmpvar_50) * tmpvar_19) + (tmpvar_51 * tmpvar_51))
  1022.       ) * tmpvar_50) + 0.0001))
  1023.     , 0.0, 100.0) * tmpvar_43)) * tmpvar_3)
  1024.    * 
  1025.     max (0.0, dot (normal_28, tmpvar_4))
  1026.   ) + (
  1027.     (xlv_TEXCOORD4 + x1_32)
  1028.    * diffColor_46)) + ((
  1029.     (hdr_33.x * tmpvar_36.w)
  1030.    * tmpvar_36.xyz) * mix (tmpvar_43, vec3(
  1031.     clamp ((tmpvar_19 + (1.0 - tmpvar_44)), 0.0, 1.0)
  1032.   ), vec3(
  1033.     ((x_54 * x_54) * (x_54 * x_54))
  1034.   ))));
  1035.   c_39.w = 0.0;
  1036.   c_6 = c_39;
  1037.   c_6.xyz = (c_6.xyz + tmpvar_17);
  1038.   c_6.w = 1.0;
  1039.   gl_FragData[0] = c_6;
  1040. }
  1041.  
  1042.  
  1043. #endif
  1044. "
  1045. }
  1046. SubProgram "gles3 " {
  1047. Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
  1048. "!!GLES3
  1049. #ifdef VERTEX
  1050. #version 300 es
  1051. precision highp float;
  1052. precision highp int;
  1053. uniform     vec4 _Time;
  1054. uniform     vec4 _SinTime;
  1055. uniform     vec4 _CosTime;
  1056. uniform     vec4 unity_DeltaTime;
  1057. uniform     vec3 _WorldSpaceCameraPos;
  1058. uniform     vec4 _ProjectionParams;
  1059. uniform     vec4 _ScreenParams;
  1060. uniform     vec4 _ZBufferParams;
  1061. uniform     vec4 unity_OrthoParams;
  1062. uniform     vec4 unity_CameraWorldClipPlanes[6];
  1063. uniform     mat4 unity_CameraProjection;
  1064. uniform     mat4 unity_CameraInvProjection;
  1065. uniform     mediump vec4 _WorldSpaceLightPos0;
  1066. uniform     vec4 _LightPositionRange;
  1067. uniform     vec4 unity_4LightPosX0;
  1068. uniform     vec4 unity_4LightPosY0;
  1069. uniform     vec4 unity_4LightPosZ0;
  1070. uniform     mediump vec4 unity_4LightAtten0;
  1071. uniform     mediump vec4 unity_LightColor[8];
  1072. uniform     vec4 unity_LightPosition[8];
  1073. uniform     mediump vec4 unity_LightAtten[8];
  1074. uniform     vec4 unity_SpotDirection[8];
  1075. uniform     mediump vec4 unity_SHAr;
  1076. uniform     mediump vec4 unity_SHAg;
  1077. uniform     mediump vec4 unity_SHAb;
  1078. uniform     mediump vec4 unity_SHBr;
  1079. uniform     mediump vec4 unity_SHBg;
  1080. uniform     mediump vec4 unity_SHBb;
  1081. uniform     mediump vec4 unity_SHC;
  1082. uniform     mediump vec3 unity_LightColor0;
  1083. uniform     mediump vec3 unity_LightColor1;
  1084. uniform     mediump vec3 unity_LightColor2;
  1085. uniform     mediump vec3 unity_LightColor3;
  1086. uniform     vec4 unity_ShadowSplitSpheres[4];
  1087. uniform     vec4 unity_ShadowSplitSqRadii;
  1088. uniform     vec4 unity_LightShadowBias;
  1089. uniform     vec4 _LightSplitsNear;
  1090. uniform     vec4 _LightSplitsFar;
  1091. uniform     mat4 unity_World2Shadow[4];
  1092. uniform     mediump vec4 _LightShadowData;
  1093. uniform     vec4 unity_ShadowFadeCenterAndType;
  1094. uniform     mat4 glstate_matrix_mvp;
  1095. uniform     mat4 glstate_matrix_modelview0;
  1096. uniform     mat4 glstate_matrix_invtrans_modelview0;
  1097. uniform     mat4 _Object2World;
  1098. uniform     mat4 _World2Object;
  1099. uniform     vec4 unity_LODFade;
  1100. uniform     vec4 unity_WorldTransformParams;
  1101. uniform     mat4 glstate_matrix_transpose_modelview0;
  1102. uniform     mat4 glstate_matrix_projection;
  1103. uniform     lowp vec4 glstate_lightmodel_ambient;
  1104. uniform     mat4 unity_MatrixV;
  1105. uniform     mat4 unity_MatrixVP;
  1106. uniform     lowp vec4 unity_AmbientSky;
  1107. uniform     lowp vec4 unity_AmbientEquator;
  1108. uniform     lowp vec4 unity_AmbientGround;
  1109. uniform     lowp vec4 unity_FogColor;
  1110. uniform     vec4 unity_FogParams;
  1111. uniform     vec4 unity_LightmapST;
  1112. uniform     vec4 unity_DynamicLightmapST;
  1113. uniform     vec4 unity_SpecCube0_BoxMax;
  1114. uniform     vec4 unity_SpecCube0_BoxMin;
  1115. uniform     vec4 unity_SpecCube0_ProbePosition;
  1116. uniform     mediump vec4 unity_SpecCube0_HDR;
  1117. uniform     vec4 unity_SpecCube1_BoxMax;
  1118. uniform     vec4 unity_SpecCube1_BoxMin;
  1119. uniform     vec4 unity_SpecCube1_ProbePosition;
  1120. uniform     mediump vec4 unity_SpecCube1_HDR;
  1121. uniform     lowp vec4 unity_ColorSpaceGrey;
  1122. uniform     lowp vec4 unity_ColorSpaceDouble;
  1123. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  1124. uniform     mediump vec4 unity_ColorSpaceLuminance;
  1125. uniform     mediump vec4 unity_Lightmap_HDR;
  1126. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  1127. uniform     lowp vec4 _LightColor0;
  1128. uniform     lowp vec4 _SpecColor;
  1129. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  1130. uniform     lowp float _MetallicIntensity;
  1131. uniform     lowp float _SmoothnessIntensity;
  1132. uniform     lowp float _Cubepower;
  1133. uniform     vec4 _MainTex_ST;
  1134. uniform     vec4 _BumpMap_ST;
  1135. in highp vec4 in_POSITION0;
  1136. in highp vec4 in_TANGENT0;
  1137. in highp vec3 in_NORMAL0;
  1138. in highp vec4 in_TEXCOORD0;
  1139. out highp vec4 vs_TEXCOORD0;
  1140. out highp vec4 vs_TEXCOORD1;
  1141. out highp vec4 vs_TEXCOORD2;
  1142. out highp vec4 vs_TEXCOORD3;
  1143. out mediump vec3 vs_TEXCOORD4;
  1144. highp vec4 t0;
  1145. highp vec4 t1;
  1146. mediump vec4 t16_1;
  1147. highp vec4 t2;
  1148. highp vec4 t3;
  1149. lowp vec3 t10_3;
  1150. highp vec4 t4;
  1151. mediump vec3 t16_5;
  1152. mediump vec3 t16_6;
  1153. highp vec3 t7;
  1154. void main()
  1155. {
  1156.     t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
  1157.     t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
  1158.     t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
  1159.     gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
  1160.     vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  1161.     vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
  1162.     t0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
  1163.     t7.xyz = in_TANGENT0.yyy * _Object2World[1].yzx;
  1164.     t7.xyz = _Object2World[0].yzx * in_TANGENT0.xxx + t7.xyz;
  1165.     t7.xyz = _Object2World[2].yzx * in_TANGENT0.zzz + t7.xyz;
  1166.     t1.x = dot(t7.xyz, t7.xyz);
  1167.     t1.x = inversesqrt(t1.x);
  1168.     t7.xyz = t7.xyz * t1.xxx;
  1169.     t1.x = in_NORMAL0.x * _World2Object[0].x;
  1170.     t1.y = in_NORMAL0.x * _World2Object[1].x;
  1171.     t1.zw = in_NORMAL0.xx * _World2Object[2].xx;
  1172.     t2.x = in_NORMAL0.y * _World2Object[0].y;
  1173.     t2.y = in_NORMAL0.y * _World2Object[1].y;
  1174.     t2.zw = in_NORMAL0.yy * _World2Object[2].yy;
  1175.     t1 = t1 + t2;
  1176.     t2.x = in_NORMAL0.z * _World2Object[0].z;
  1177.     t2.y = in_NORMAL0.z * _World2Object[1].z;
  1178.     t2.zw = in_NORMAL0.zz * _World2Object[2].zz;
  1179.     t1 = t1 + t2;
  1180.     t2.x = dot(t1.xyw, t1.xyw);
  1181.     t2.x = inversesqrt(t2.x);
  1182.     t1 = t1 * t2.xxxx;
  1183.     t10_3.xyz = t7.xyz * t1.wxy;
  1184.     t10_3.xyz = t1.ywx * t7.yzx + (-t10_3.xyz);
  1185.     t10_3.xyz = t0.xxx * t10_3.xyz;
  1186.     vs_TEXCOORD1.y = t10_3.x;
  1187.     vs_TEXCOORD1.x = t7.z;
  1188.     vs_TEXCOORD1.z = t1.x;
  1189.     t2.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
  1190.     t2.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t2.xyz;
  1191.     t2.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t2.xyz;
  1192.     t2.xyz = _Object2World[3].xyz * in_POSITION0.www + t2.xyz;
  1193.     vs_TEXCOORD1.w = t2.x;
  1194.     vs_TEXCOORD2.x = t7.x;
  1195.     vs_TEXCOORD3.x = t7.y;
  1196.     vs_TEXCOORD2.y = t10_3.y;
  1197.     vs_TEXCOORD3.y = t10_3.z;
  1198.     vs_TEXCOORD2.z = t1.y;
  1199.     vs_TEXCOORD2.w = t2.y;
  1200.     vs_TEXCOORD3.z = t1.w;
  1201.     vs_TEXCOORD3.w = t2.z;
  1202.     t0 = (-t2.yyyy) + unity_4LightPosY0;
  1203.     t3 = t1.yyyy * t0;
  1204.     t0 = t0 * t0;
  1205.     t4 = (-t2.xxxx) + unity_4LightPosX0;
  1206.     t2 = (-t2.zzzz) + unity_4LightPosZ0;
  1207.     t3 = t4 * t1.xxxx + t3;
  1208.     t0 = t4 * t4 + t0;
  1209.     t0 = t2 * t2 + t0;
  1210.     t2 = t2 * t1.wwww + t3;
  1211.     t3 = inversesqrt(t0);
  1212.     t0 = t0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
  1213.     t0 = vec4(1.0, 1.0, 1.0, 1.0) / t0;
  1214.     t2 = t2 * t3;
  1215.     t2 = max(t2, vec4(0.0, 0.0, 0.0, 0.0));
  1216.     t0 = t0 * t2;
  1217.     t2.xyz = t0.yyy * unity_LightColor[1].xyz;
  1218.     t2.xyz = unity_LightColor[0].xyz * t0.xxx + t2.xyz;
  1219.     t0.xyz = unity_LightColor[2].xyz * t0.zzz + t2.xyz;
  1220.     t0.xyz = unity_LightColor[3].xyz * t0.www + t0.xyz;
  1221.     t16_5.x = t1.y * t1.y;
  1222.     t16_5.x = t1.x * t1.x + (-t16_5.x);
  1223.     t16_1 = t1.ywzx * t1;
  1224.     t16_6.x = dot(unity_SHBr, t16_1);
  1225.     t16_6.y = dot(unity_SHBg, t16_1);
  1226.     t16_6.z = dot(unity_SHBb, t16_1);
  1227.     t16_5.xyz = unity_SHC.xyz * t16_5.xxx + t16_6.xyz;
  1228.     t0.xyz = t0.xyz + t16_5.xyz;
  1229.     vs_TEXCOORD4.xyz = t0.xyz;
  1230.     return;
  1231. }
  1232.  
  1233. #endif
  1234. #ifdef FRAGMENT
  1235. #version 300 es
  1236. precision highp float;
  1237. precision highp int;
  1238. uniform     vec4 _Time;
  1239. uniform     vec4 _SinTime;
  1240. uniform     vec4 _CosTime;
  1241. uniform     vec4 unity_DeltaTime;
  1242. uniform     vec3 _WorldSpaceCameraPos;
  1243. uniform     vec4 _ProjectionParams;
  1244. uniform     vec4 _ScreenParams;
  1245. uniform     vec4 _ZBufferParams;
  1246. uniform     vec4 unity_OrthoParams;
  1247. uniform     vec4 unity_CameraWorldClipPlanes[6];
  1248. uniform     mat4 unity_CameraProjection;
  1249. uniform     mat4 unity_CameraInvProjection;
  1250. uniform     mediump vec4 _WorldSpaceLightPos0;
  1251. uniform     vec4 _LightPositionRange;
  1252. uniform     vec4 unity_4LightPosX0;
  1253. uniform     vec4 unity_4LightPosY0;
  1254. uniform     vec4 unity_4LightPosZ0;
  1255. uniform     mediump vec4 unity_4LightAtten0;
  1256. uniform     mediump vec4 unity_LightColor[8];
  1257. uniform     vec4 unity_LightPosition[8];
  1258. uniform     mediump vec4 unity_LightAtten[8];
  1259. uniform     vec4 unity_SpotDirection[8];
  1260. uniform     mediump vec4 unity_SHAr;
  1261. uniform     mediump vec4 unity_SHAg;
  1262. uniform     mediump vec4 unity_SHAb;
  1263. uniform     mediump vec4 unity_SHBr;
  1264. uniform     mediump vec4 unity_SHBg;
  1265. uniform     mediump vec4 unity_SHBb;
  1266. uniform     mediump vec4 unity_SHC;
  1267. uniform     mediump vec3 unity_LightColor0;
  1268. uniform     mediump vec3 unity_LightColor1;
  1269. uniform     mediump vec3 unity_LightColor2;
  1270. uniform     mediump vec3 unity_LightColor3;
  1271. uniform     vec4 unity_ShadowSplitSpheres[4];
  1272. uniform     vec4 unity_ShadowSplitSqRadii;
  1273. uniform     vec4 unity_LightShadowBias;
  1274. uniform     vec4 _LightSplitsNear;
  1275. uniform     vec4 _LightSplitsFar;
  1276. uniform     mat4 unity_World2Shadow[4];
  1277. uniform     mediump vec4 _LightShadowData;
  1278. uniform     vec4 unity_ShadowFadeCenterAndType;
  1279. uniform     mat4 glstate_matrix_mvp;
  1280. uniform     mat4 glstate_matrix_modelview0;
  1281. uniform     mat4 glstate_matrix_invtrans_modelview0;
  1282. uniform     mat4 _Object2World;
  1283. uniform     mat4 _World2Object;
  1284. uniform     vec4 unity_LODFade;
  1285. uniform     vec4 unity_WorldTransformParams;
  1286. uniform     mat4 glstate_matrix_transpose_modelview0;
  1287. uniform     mat4 glstate_matrix_projection;
  1288. uniform     lowp vec4 glstate_lightmodel_ambient;
  1289. uniform     mat4 unity_MatrixV;
  1290. uniform     mat4 unity_MatrixVP;
  1291. uniform     lowp vec4 unity_AmbientSky;
  1292. uniform     lowp vec4 unity_AmbientEquator;
  1293. uniform     lowp vec4 unity_AmbientGround;
  1294. uniform     lowp vec4 unity_FogColor;
  1295. uniform     vec4 unity_FogParams;
  1296. uniform     vec4 unity_LightmapST;
  1297. uniform     vec4 unity_DynamicLightmapST;
  1298. uniform     vec4 unity_SpecCube0_BoxMax;
  1299. uniform     vec4 unity_SpecCube0_BoxMin;
  1300. uniform     vec4 unity_SpecCube0_ProbePosition;
  1301. uniform     mediump vec4 unity_SpecCube0_HDR;
  1302. uniform     vec4 unity_SpecCube1_BoxMax;
  1303. uniform     vec4 unity_SpecCube1_BoxMin;
  1304. uniform     vec4 unity_SpecCube1_ProbePosition;
  1305. uniform     mediump vec4 unity_SpecCube1_HDR;
  1306. uniform     lowp vec4 unity_ColorSpaceGrey;
  1307. uniform     lowp vec4 unity_ColorSpaceDouble;
  1308. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  1309. uniform     mediump vec4 unity_ColorSpaceLuminance;
  1310. uniform     mediump vec4 unity_Lightmap_HDR;
  1311. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  1312. uniform     lowp vec4 _LightColor0;
  1313. uniform     lowp vec4 _SpecColor;
  1314. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  1315. uniform     lowp float _MetallicIntensity;
  1316. uniform     lowp float _SmoothnessIntensity;
  1317. uniform     lowp float _Cubepower;
  1318. uniform     vec4 _MainTex_ST;
  1319. uniform     vec4 _BumpMap_ST;
  1320. uniform lowp sampler2D _MainTex;
  1321. uniform lowp sampler2D _BumpMap;
  1322. uniform lowp sampler2D _SpecTex;
  1323. uniform lowp samplerCube _Cube;
  1324. uniform lowp samplerCube unity_SpecCube0;
  1325. in highp vec4 vs_TEXCOORD0;
  1326. in highp vec4 vs_TEXCOORD1;
  1327. in highp vec4 vs_TEXCOORD2;
  1328. in highp vec4 vs_TEXCOORD3;
  1329. in mediump vec3 vs_TEXCOORD4;
  1330. layout(location = 0) out lowp vec4 SV_Target0;
  1331. highp vec3 t0;
  1332. mediump vec3 t16_0;
  1333. lowp vec3 t10_0;
  1334. mediump vec4 t16_1;
  1335. lowp vec3 t10_2;
  1336. mediump vec3 t16_3;
  1337. lowp vec4 t10_4;
  1338. highp vec4 t5;
  1339. lowp vec4 t10_5;
  1340. lowp vec3 t10_6;
  1341. lowp vec3 t10_7;
  1342. mediump vec3 t16_8;
  1343. mediump vec3 t16_9;
  1344. mediump vec3 t16_11;
  1345. mediump float t16_12;
  1346. mediump vec3 t16_13;
  1347. mediump float t16_21;
  1348. highp float t30;
  1349. mediump float t16_30;
  1350. mediump float t16_31;
  1351. void main()
  1352. {
  1353.     t0.x = vs_TEXCOORD1.w;
  1354.     t0.y = vs_TEXCOORD2.w;
  1355.     t0.z = vs_TEXCOORD3.w;
  1356.     t0.xyz = (-t0.xyz) + _WorldSpaceCameraPos.xyzx.xyz;
  1357.     t30 = dot(t0.xyz, t0.xyz);
  1358.     t30 = inversesqrt(t30);
  1359.     t16_1.xyz = t0.xyz * vec3(t30) + _WorldSpaceLightPos0.xyz;
  1360.     t0.xyz = vec3(t30) * t0.xyz;
  1361.     t16_31 = dot(t16_1.xyz, t16_1.xyz);
  1362.     t16_30 = max(t16_31, 0.00100000005);
  1363.     t16_31 = inversesqrt(t16_30);
  1364.     t16_1.xyz = vec3(t16_31) * t16_1.xyz;
  1365.     t16_31 = dot(_WorldSpaceLightPos0.xyz, t16_1.xyz);
  1366.     t16_30 = max(t16_31, 0.0);
  1367.     t16_31 = t16_30 * t16_30;
  1368.     t10_2.xyz = texture(_SpecTex, vs_TEXCOORD0.xy).xyz;
  1369.     t16_3.x = (-t10_2.x) * _SmoothnessIntensity + 1.0;
  1370.     t16_13.x = t16_3.x * t16_3.x;
  1371.     t10_4.xy = t10_2.xy * vec2(_SmoothnessIntensity, _MetallicIntensity);
  1372.     t16_31 = t16_31 * t10_4.x + t16_13.x;
  1373.     t16_31 = t16_31 * unity_LightGammaCorrectionConsts.z;
  1374.     t16_30 = t16_31 * t16_30 + 9.99999975e-05;
  1375.     t16_31 = (-t16_3.x) + 1.0;
  1376.     t16_3.x = log2(t16_3.x);
  1377.     t16_3.x = t16_3.x * 0.75;
  1378.     t16_3.x = exp2(t16_3.x);
  1379.     t16_3.x = t16_3.x * 7.0;
  1380.     t16_31 = t16_31 * 0.967999995 + 0.0299999993;
  1381.     t16_31 = log2(t16_31);
  1382.     t16_31 = 10.0 / t16_31;
  1383.     t16_11.z = max(t16_31, -255.936996);
  1384.     t16_13.x = t16_11.z * t16_11.z + 1.0;
  1385.     t10_5.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz;
  1386.     t10_4.xzw = t10_5.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
  1387.     t5.x = dot(vs_TEXCOORD1.xyz, t10_4.xzw);
  1388.     t5.y = dot(vs_TEXCOORD2.xyz, t10_4.xzw);
  1389.     t5.z = dot(vs_TEXCOORD3.xyz, t10_4.xzw);
  1390.     t10_6.x = dot(t5.xyz, t5.xyz);
  1391.     t10_6.x = inversesqrt(t10_6.x);
  1392.     t10_6.xyz = t5.xyz * t10_6.xxx;
  1393.     t16_1.x = dot(t10_6.xyz, t16_1.xyz);
  1394.     t16_11.x = dot(t10_6.xyz, t0.xyz);
  1395.     t16_12 = max(t16_11.x, 0.0);
  1396.     t16_11.x = (-t16_12) + 1.0;
  1397.     t16_1.yw = t16_11.xz * t16_11.xz;
  1398.     t16_12 = max(t16_1.x, 0.0);
  1399.     t16_1.x = log2(t16_12);
  1400.     t16_1.xy = vec2(t16_1.x * t16_1.w, t16_1.y * t16_1.y);
  1401.     t16_1.x = exp2(t16_1.x);
  1402.     t16_1.x = t16_1.x * t16_13.x;
  1403.     t16_30 = t16_1.x / t16_30;
  1404.     t16_1.x = max(t16_30, 0.0);
  1405.     t16_1.x = min(t16_1.x, 100.0);
  1406.     t10_7.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz;
  1407.     t16_13.xyz = t10_7.xyz + (-unity_ColorSpaceDielectricSpec.xyz);
  1408.     t16_13.xyz = t10_4.yyy * t16_13.xyz + unity_ColorSpaceDielectricSpec.xyz;
  1409.     t16_21 = (-t10_4.y) * unity_ColorSpaceDielectricSpec.w + unity_ColorSpaceDielectricSpec.w;
  1410.     t16_8.xyz = vec3(t16_21) * t10_7.xyz;
  1411.     t16_21 = (-t16_21) + 1.0;
  1412.     t16_21 = t10_2.x * _SmoothnessIntensity + t16_21;
  1413.     t16_21 = clamp(t16_21, 0.0, 1.0);
  1414.     t16_9.xyz = (-t16_13.xyz) + vec3(t16_21);
  1415.     t16_11.xyz = t16_1.yyy * t16_9.xyz + t16_13.xyz;
  1416.     t16_13.xyz = t16_1.xxx * t16_13.xyz + t16_8.xyz;
  1417.     t16_13.xyz = t16_13.xyz * _LightColor0.xyz;
  1418.     t5.w = 1.0;
  1419.     t16_9.x = dot(unity_SHAr, t5);
  1420.     t16_9.y = dot(unity_SHAg, t5);
  1421.     t16_9.z = dot(unity_SHAb, t5);
  1422.     t16_9.xyz = t16_9.xyz + vs_TEXCOORD4.xyz;
  1423.     t16_8.xyz = t16_8.xyz * t16_9.xyz;
  1424.     t16_1.x = dot(t5.xyz, _WorldSpaceLightPos0.xyz);
  1425.     t16_30 = max(t16_1.x, 0.0);
  1426.     t16_13.xyz = t16_13.xyz * vec3(t16_30) + t16_8.xyz;
  1427.     t16_1.x = dot((-t0.xyz), t5.xyz);
  1428.     t16_1.x = t16_1.x + t16_1.x;
  1429.     t16_8.xyz = t5.xyz * (-t16_1.xxx) + (-t0.xyz);
  1430.     t10_5 = textureLod(unity_SpecCube0, t16_8.xyz, t16_3.x);
  1431.     t16_1.x = t10_5.w * unity_SpecCube0_HDR.x;
  1432.     t16_8.xyz = t10_5.xyz * t16_1.xxx;
  1433.     t16_1.xyz = t16_8.xyz * t16_11.xyz + t16_13.xyz;
  1434.     t16_3.x = dot(vs_TEXCOORD1.xyz, t10_4.xzw);
  1435.     t16_3.y = dot(vs_TEXCOORD2.xyz, t10_4.xzw);
  1436.     t16_3.z = dot(vs_TEXCOORD3.xyz, t10_4.xzw);
  1437.     t30 = dot((-t0.xyz), t16_3.xyz);
  1438.     t30 = t30 + t30;
  1439.     t0.xyz = t16_3.xyz * (-vec3(t30)) + (-t0.xyz);
  1440.     t10_0.xyz = texture(_Cube, t0.xyz).xyz;
  1441.     t16_0.xyz = t10_2.zzz * t10_0.xyz;
  1442.     t16_1.xyz = t16_0.xyz * vec3(_Cubepower) + t16_1.xyz;
  1443.     SV_Target0.xyz = t16_1.xyz;
  1444.     SV_Target0.w = 1.0;
  1445.     return;
  1446. }
  1447.  
  1448. #endif
  1449. "
  1450. }
  1451. }
  1452. Program "fp" {
  1453. SubProgram "gles " {
  1454. Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
  1455. "!!GLES"
  1456. }
  1457. SubProgram "gles3 " {
  1458. Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
  1459. "!!GLES3"
  1460. }
  1461. }
  1462.  }
  1463.  Pass {
  1464.   Name "FORWARD"
  1465.   Tags { "LIGHTMODE"="ForwardAdd" "RenderType"="Opaque" }
  1466.   ZWrite Off
  1467.   Blend One One
  1468.   GpuProgramID 115460
  1469. Program "vp" {
  1470. SubProgram "gles " {
  1471. Keywords { "POINT" }
  1472. "!!GLES
  1473. #version 100
  1474.  
  1475. #ifdef VERTEX
  1476. attribute vec4 _glesTANGENT;
  1477. attribute vec4 _glesVertex;
  1478. attribute vec3 _glesNormal;
  1479. attribute vec4 _glesMultiTexCoord0;
  1480. uniform highp mat4 glstate_matrix_mvp;
  1481. uniform highp mat4 _Object2World;
  1482. uniform highp mat4 _World2Object;
  1483. uniform highp vec4 unity_WorldTransformParams;
  1484. uniform highp vec4 _MainTex_ST;
  1485. uniform highp vec4 _BumpMap_ST;
  1486. varying highp vec4 xlv_TEXCOORD0;
  1487. varying lowp vec3 xlv_TEXCOORD1;
  1488. varying lowp vec3 xlv_TEXCOORD2;
  1489. varying lowp vec3 xlv_TEXCOORD3;
  1490. varying highp vec3 xlv_TEXCOORD4;
  1491. void main ()
  1492. {
  1493.   lowp float tangentSign_1;
  1494.   lowp vec3 worldTangent_2;
  1495.   lowp vec3 worldNormal_3;
  1496.   highp vec4 tmpvar_4;
  1497.   tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  1498.   tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  1499.   highp vec4 v_5;
  1500.   v_5.x = _World2Object[0].x;
  1501.   v_5.y = _World2Object[1].x;
  1502.   v_5.z = _World2Object[2].x;
  1503.   v_5.w = _World2Object[3].x;
  1504.   highp vec4 v_6;
  1505.   v_6.x = _World2Object[0].y;
  1506.   v_6.y = _World2Object[1].y;
  1507.   v_6.z = _World2Object[2].y;
  1508.   v_6.w = _World2Object[3].y;
  1509.   highp vec4 v_7;
  1510.   v_7.x = _World2Object[0].z;
  1511.   v_7.y = _World2Object[1].z;
  1512.   v_7.z = _World2Object[2].z;
  1513.   v_7.w = _World2Object[3].z;
  1514.   highp vec3 tmpvar_8;
  1515.   tmpvar_8 = normalize(((
  1516.     (v_5.xyz * _glesNormal.x)
  1517.    + 
  1518.     (v_6.xyz * _glesNormal.y)
  1519.   ) + (v_7.xyz * _glesNormal.z)));
  1520.   worldNormal_3 = tmpvar_8;
  1521.   highp mat3 tmpvar_9;
  1522.   tmpvar_9[0] = _Object2World[0].xyz;
  1523.   tmpvar_9[1] = _Object2World[1].xyz;
  1524.   tmpvar_9[2] = _Object2World[2].xyz;
  1525.   highp vec3 tmpvar_10;
  1526.   tmpvar_10 = normalize((tmpvar_9 * _glesTANGENT.xyz));
  1527.   worldTangent_2 = tmpvar_10;
  1528.   highp float tmpvar_11;
  1529.   tmpvar_11 = (_glesTANGENT.w * unity_WorldTransformParams.w);
  1530.   tangentSign_1 = tmpvar_11;
  1531.   lowp vec3 tmpvar_12;
  1532.   tmpvar_12 = (((worldNormal_3.yzx * worldTangent_2.zxy) - (worldNormal_3.zxy * worldTangent_2.yzx)) * tangentSign_1);
  1533.   lowp vec3 tmpvar_13;
  1534.   tmpvar_13.x = worldTangent_2.x;
  1535.   tmpvar_13.y = tmpvar_12.x;
  1536.   tmpvar_13.z = worldNormal_3.x;
  1537.   lowp vec3 tmpvar_14;
  1538.   tmpvar_14.x = worldTangent_2.y;
  1539.   tmpvar_14.y = tmpvar_12.y;
  1540.   tmpvar_14.z = worldNormal_3.y;
  1541.   lowp vec3 tmpvar_15;
  1542.   tmpvar_15.x = worldTangent_2.z;
  1543.   tmpvar_15.y = tmpvar_12.z;
  1544.   tmpvar_15.z = worldNormal_3.z;
  1545.   gl_Position = (glstate_matrix_mvp * _glesVertex);
  1546.   xlv_TEXCOORD0 = tmpvar_4;
  1547.   xlv_TEXCOORD1 = tmpvar_13;
  1548.   xlv_TEXCOORD2 = tmpvar_14;
  1549.   xlv_TEXCOORD3 = tmpvar_15;
  1550.   xlv_TEXCOORD4 = (_Object2World * _glesVertex).xyz;
  1551. }
  1552.  
  1553.  
  1554. #endif
  1555. #ifdef FRAGMENT
  1556. uniform highp vec3 _WorldSpaceCameraPos;
  1557. uniform highp vec4 _WorldSpaceLightPos0;
  1558. uniform mediump vec4 unity_ColorSpaceDielectricSpec;
  1559. uniform lowp vec4 _LightColor0;
  1560. uniform mediump vec4 unity_LightGammaCorrectionConsts;
  1561. uniform sampler2D _LightTexture0;
  1562. uniform mediump mat4 _LightMatrix0;
  1563. uniform sampler2D _MainTex;
  1564. uniform sampler2D _BumpMap;
  1565. uniform sampler2D _SpecTex;
  1566. uniform lowp float _MetallicIntensity;
  1567. uniform lowp float _SmoothnessIntensity;
  1568. varying highp vec4 xlv_TEXCOORD0;
  1569. varying lowp vec3 xlv_TEXCOORD1;
  1570. varying lowp vec3 xlv_TEXCOORD2;
  1571. varying lowp vec3 xlv_TEXCOORD3;
  1572. varying highp vec3 xlv_TEXCOORD4;
  1573. void main ()
  1574. {
  1575.   mediump vec3 tmpvar_1;
  1576.   mediump vec3 tmpvar_2;
  1577.   lowp vec3 worldN_3;
  1578.   lowp vec4 c_4;
  1579.   lowp vec3 worldViewDir_5;
  1580.   lowp vec3 lightDir_6;
  1581.   highp vec3 tmpvar_7;
  1582.   tmpvar_7 = normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD4));
  1583.   lightDir_6 = tmpvar_7;
  1584.   highp vec3 tmpvar_8;
  1585.   tmpvar_8 = normalize((_WorldSpaceCameraPos - xlv_TEXCOORD4));
  1586.   worldViewDir_5 = tmpvar_8;
  1587.   lowp vec3 tmpvar_9;
  1588.   mediump float tmpvar_10;
  1589.   mediump float tmpvar_11;
  1590.   lowp vec3 tmpvar_12;
  1591.   tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  1592.   lowp vec4 tmpvar_13;
  1593.   tmpvar_13 = texture2D (_SpecTex, xlv_TEXCOORD0.xy);
  1594.   tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz;
  1595.   tmpvar_11 = (tmpvar_13.x * _SmoothnessIntensity);
  1596.   tmpvar_10 = (tmpvar_13.y * _MetallicIntensity);
  1597.   highp vec4 tmpvar_14;
  1598.   tmpvar_14.w = 1.0;
  1599.   tmpvar_14.xyz = xlv_TEXCOORD4;
  1600.   highp vec3 tmpvar_15;
  1601.   tmpvar_15 = (_LightMatrix0 * tmpvar_14).xyz;
  1602.   highp float tmpvar_16;
  1603.   tmpvar_16 = dot (tmpvar_15, tmpvar_15);
  1604.   lowp float tmpvar_17;
  1605.   tmpvar_17 = texture2D (_LightTexture0, vec2(tmpvar_16)).w;
  1606.   worldN_3.x = dot (xlv_TEXCOORD1, tmpvar_12);
  1607.   worldN_3.y = dot (xlv_TEXCOORD2, tmpvar_12);
  1608.   worldN_3.z = dot (xlv_TEXCOORD3, tmpvar_12);
  1609.   tmpvar_1 = _LightColor0.xyz;
  1610.   tmpvar_2 = lightDir_6;
  1611.   mediump vec3 normal_18;
  1612.   normal_18 = worldN_3;
  1613.   tmpvar_1 = (tmpvar_1 * tmpvar_17);
  1614.   lowp vec3 tmpvar_19;
  1615.   mediump vec3 viewDir_20;
  1616.   viewDir_20 = worldViewDir_5;
  1617.   mediump vec4 c_21;
  1618.   lowp vec3 tmpvar_22;
  1619.   tmpvar_22 = normalize(worldN_3);
  1620.   mediump vec3 tmpvar_23;
  1621.   mediump vec3 albedo_24;
  1622.   albedo_24 = tmpvar_9;
  1623.   tmpvar_23 = (albedo_24 * (unity_ColorSpaceDielectricSpec.w - (tmpvar_10 * unity_ColorSpaceDielectricSpec.w)));
  1624.   tmpvar_19 = tmpvar_23;
  1625.   mediump vec3 diffColor_25;
  1626.   diffColor_25 = tmpvar_19;
  1627.   tmpvar_19 = diffColor_25;
  1628.   mediump vec3 diffColor_26;
  1629.   diffColor_26 = tmpvar_19;
  1630.   mediump vec3 normal_27;
  1631.   normal_27 = tmpvar_22;
  1632.   mediump vec3 tmpvar_28;
  1633.   mediump vec3 inVec_29;
  1634.   inVec_29 = (tmpvar_2 + viewDir_20);
  1635.   tmpvar_28 = (inVec_29 * inversesqrt(max (0.001, 
  1636.     dot (inVec_29, inVec_29)
  1637.   )));
  1638.   mediump float tmpvar_30;
  1639.   tmpvar_30 = max (0.0, dot (tmpvar_2, tmpvar_28));
  1640.   mediump float tmpvar_31;
  1641.   tmpvar_31 = (1.0 - tmpvar_11);
  1642.   mediump float tmpvar_32;
  1643.   mediump float tmpvar_33;
  1644.   tmpvar_33 = max ((10.0 / log2(
  1645.     (((1.0 - tmpvar_31) * 0.968) + 0.03)
  1646.   )), -255.937);
  1647.   tmpvar_32 = (tmpvar_33 * tmpvar_33);
  1648.   c_21.xyz = (((diffColor_26 + 
  1649.     (clamp (((
  1650.       (tmpvar_32 + 1.0)
  1651.      * 
  1652.       pow (max (0.0, dot (normal_27, tmpvar_28)), tmpvar_32)
  1653.     ) / (
  1654.       ((unity_LightGammaCorrectionConsts.z * ((
  1655.         (tmpvar_30 * tmpvar_30)
  1656.        * tmpvar_11) + (tmpvar_31 * tmpvar_31))) * tmpvar_30)
  1657.      + 0.0001)), 0.0, 100.0) * mix (unity_ColorSpaceDielectricSpec.xyz, albedo_24, vec3(tmpvar_10)))
  1658.   ) * tmpvar_1) * max (0.0, dot (normal_18, tmpvar_2)));
  1659.   c_21.w = 0.0;
  1660.   c_4.xyz = c_21.xyz;
  1661.   c_4.w = 1.0;
  1662.   gl_FragData[0] = c_4;
  1663. }
  1664.  
  1665.  
  1666. #endif
  1667. "
  1668. }
  1669. SubProgram "gles3 " {
  1670. Keywords { "POINT" }
  1671. "!!GLES3
  1672. #ifdef VERTEX
  1673. #version 300 es
  1674. precision highp float;
  1675. precision highp int;
  1676. uniform     vec4 _Time;
  1677. uniform     vec4 _SinTime;
  1678. uniform     vec4 _CosTime;
  1679. uniform     vec4 unity_DeltaTime;
  1680. uniform     vec3 _WorldSpaceCameraPos;
  1681. uniform     vec4 _ProjectionParams;
  1682. uniform     vec4 _ScreenParams;
  1683. uniform     vec4 _ZBufferParams;
  1684. uniform     vec4 unity_OrthoParams;
  1685. uniform     vec4 unity_CameraWorldClipPlanes[6];
  1686. uniform     mat4 unity_CameraProjection;
  1687. uniform     mat4 unity_CameraInvProjection;
  1688. uniform     vec4 _WorldSpaceLightPos0;
  1689. uniform     vec4 _LightPositionRange;
  1690. uniform     vec4 unity_4LightPosX0;
  1691. uniform     vec4 unity_4LightPosY0;
  1692. uniform     vec4 unity_4LightPosZ0;
  1693. uniform     mediump vec4 unity_4LightAtten0;
  1694. uniform     mediump vec4 unity_LightColor[8];
  1695. uniform     vec4 unity_LightPosition[8];
  1696. uniform     mediump vec4 unity_LightAtten[8];
  1697. uniform     vec4 unity_SpotDirection[8];
  1698. uniform     mediump vec4 unity_SHAr;
  1699. uniform     mediump vec4 unity_SHAg;
  1700. uniform     mediump vec4 unity_SHAb;
  1701. uniform     mediump vec4 unity_SHBr;
  1702. uniform     mediump vec4 unity_SHBg;
  1703. uniform     mediump vec4 unity_SHBb;
  1704. uniform     mediump vec4 unity_SHC;
  1705. uniform     mediump vec3 unity_LightColor0;
  1706. uniform     mediump vec3 unity_LightColor1;
  1707. uniform     mediump vec3 unity_LightColor2;
  1708. uniform     mediump vec3 unity_LightColor3;
  1709. uniform     vec4 unity_ShadowSplitSpheres[4];
  1710. uniform     vec4 unity_ShadowSplitSqRadii;
  1711. uniform     vec4 unity_LightShadowBias;
  1712. uniform     vec4 _LightSplitsNear;
  1713. uniform     vec4 _LightSplitsFar;
  1714. uniform     mat4 unity_World2Shadow[4];
  1715. uniform     mediump vec4 _LightShadowData;
  1716. uniform     vec4 unity_ShadowFadeCenterAndType;
  1717. uniform     mat4 glstate_matrix_mvp;
  1718. uniform     mat4 glstate_matrix_modelview0;
  1719. uniform     mat4 glstate_matrix_invtrans_modelview0;
  1720. uniform     mat4 _Object2World;
  1721. uniform     mat4 _World2Object;
  1722. uniform     vec4 unity_LODFade;
  1723. uniform     vec4 unity_WorldTransformParams;
  1724. uniform     mat4 glstate_matrix_transpose_modelview0;
  1725. uniform     mat4 glstate_matrix_projection;
  1726. uniform     lowp vec4 glstate_lightmodel_ambient;
  1727. uniform     mat4 unity_MatrixV;
  1728. uniform     mat4 unity_MatrixVP;
  1729. uniform     lowp vec4 unity_AmbientSky;
  1730. uniform     lowp vec4 unity_AmbientEquator;
  1731. uniform     lowp vec4 unity_AmbientGround;
  1732. uniform     lowp vec4 unity_FogColor;
  1733. uniform     vec4 unity_FogParams;
  1734. uniform     vec4 unity_LightmapST;
  1735. uniform     vec4 unity_DynamicLightmapST;
  1736. uniform     vec4 unity_SpecCube0_BoxMax;
  1737. uniform     vec4 unity_SpecCube0_BoxMin;
  1738. uniform     vec4 unity_SpecCube0_ProbePosition;
  1739. uniform     mediump vec4 unity_SpecCube0_HDR;
  1740. uniform     vec4 unity_SpecCube1_BoxMax;
  1741. uniform     vec4 unity_SpecCube1_BoxMin;
  1742. uniform     vec4 unity_SpecCube1_ProbePosition;
  1743. uniform     mediump vec4 unity_SpecCube1_HDR;
  1744. uniform     lowp vec4 unity_ColorSpaceGrey;
  1745. uniform     lowp vec4 unity_ColorSpaceDouble;
  1746. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  1747. uniform     mediump vec4 unity_ColorSpaceLuminance;
  1748. uniform     mediump vec4 unity_Lightmap_HDR;
  1749. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  1750. uniform     lowp vec4 _LightColor0;
  1751. uniform     lowp vec4 _SpecColor;
  1752. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  1753. uniform     mediump mat4 _LightMatrix0;
  1754. uniform     lowp float _MetallicIntensity;
  1755. uniform     lowp float _SmoothnessIntensity;
  1756. uniform     lowp float _Cubepower;
  1757. uniform     vec4 _MainTex_ST;
  1758. uniform     vec4 _BumpMap_ST;
  1759. in highp vec4 in_POSITION0;
  1760. in highp vec4 in_TANGENT0;
  1761. in highp vec3 in_NORMAL0;
  1762. in highp vec4 in_TEXCOORD0;
  1763. out highp vec4 vs_TEXCOORD0;
  1764. out lowp vec3 vs_TEXCOORD1;
  1765. out lowp vec3 vs_TEXCOORD2;
  1766. out lowp vec3 vs_TEXCOORD3;
  1767. out highp vec3 vs_TEXCOORD4;
  1768. highp vec4 t0;
  1769. highp vec3 t1;
  1770. lowp vec3 t10_2;
  1771. highp float t3;
  1772. highp float t9;
  1773. void main()
  1774. {
  1775.     t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
  1776.     t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
  1777.     t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
  1778.     gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
  1779.     vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  1780.     vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
  1781.     t0.y = in_NORMAL0.x * _World2Object[0].x;
  1782.     t0.z = in_NORMAL0.x * _World2Object[1].x;
  1783.     t0.x = in_NORMAL0.x * _World2Object[2].x;
  1784.     t1.y = in_NORMAL0.y * _World2Object[0].y;
  1785.     t1.z = in_NORMAL0.y * _World2Object[1].y;
  1786.     t1.x = in_NORMAL0.y * _World2Object[2].y;
  1787.     t0.xyz = t0.xyz + t1.xyz;
  1788.     t1.y = in_NORMAL0.z * _World2Object[0].z;
  1789.     t1.z = in_NORMAL0.z * _World2Object[1].z;
  1790.     t1.x = in_NORMAL0.z * _World2Object[2].z;
  1791.     t0.xyz = t0.xyz + t1.xyz;
  1792.     t9 = dot(t0.xyz, t0.xyz);
  1793.     t9 = inversesqrt(t9);
  1794.     t0.xyz = vec3(t9) * t0.xyz;
  1795.     vs_TEXCOORD1.z = t0.y;
  1796.     t1.xyz = in_TANGENT0.yyy * _Object2World[1].yzx;
  1797.     t1.xyz = _Object2World[0].yzx * in_TANGENT0.xxx + t1.xyz;
  1798.     t1.xyz = _Object2World[2].yzx * in_TANGENT0.zzz + t1.xyz;
  1799.     t9 = dot(t1.xyz, t1.xyz);
  1800.     t9 = inversesqrt(t9);
  1801.     t1.xyz = vec3(t9) * t1.xyz;
  1802.     t10_2.xyz = t0.xyz * t1.xyz;
  1803.     t10_2.xyz = t0.zxy * t1.yzx + (-t10_2.xyz);
  1804.     t3 = in_TANGENT0.w * unity_WorldTransformParams.w;
  1805.     t10_2.xyz = vec3(t3) * t10_2.xyz;
  1806.     vs_TEXCOORD1.y = t10_2.x;
  1807.     vs_TEXCOORD1.x = t1.z;
  1808.     vs_TEXCOORD2.z = t0.z;
  1809.     vs_TEXCOORD3.z = t0.x;
  1810.     vs_TEXCOORD2.x = t1.x;
  1811.     vs_TEXCOORD3.x = t1.y;
  1812.     vs_TEXCOORD2.y = t10_2.y;
  1813.     vs_TEXCOORD3.y = t10_2.z;
  1814.     t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
  1815.     t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
  1816.     t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
  1817.     vs_TEXCOORD4.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
  1818.     return;
  1819. }
  1820.  
  1821. #endif
  1822. #ifdef FRAGMENT
  1823. #version 300 es
  1824. precision highp float;
  1825. precision highp int;
  1826. uniform     vec4 _Time;
  1827. uniform     vec4 _SinTime;
  1828. uniform     vec4 _CosTime;
  1829. uniform     vec4 unity_DeltaTime;
  1830. uniform     vec3 _WorldSpaceCameraPos;
  1831. uniform     vec4 _ProjectionParams;
  1832. uniform     vec4 _ScreenParams;
  1833. uniform     vec4 _ZBufferParams;
  1834. uniform     vec4 unity_OrthoParams;
  1835. uniform     vec4 unity_CameraWorldClipPlanes[6];
  1836. uniform     mat4 unity_CameraProjection;
  1837. uniform     mat4 unity_CameraInvProjection;
  1838. uniform     vec4 _WorldSpaceLightPos0;
  1839. uniform     vec4 _LightPositionRange;
  1840. uniform     vec4 unity_4LightPosX0;
  1841. uniform     vec4 unity_4LightPosY0;
  1842. uniform     vec4 unity_4LightPosZ0;
  1843. uniform     mediump vec4 unity_4LightAtten0;
  1844. uniform     mediump vec4 unity_LightColor[8];
  1845. uniform     vec4 unity_LightPosition[8];
  1846. uniform     mediump vec4 unity_LightAtten[8];
  1847. uniform     vec4 unity_SpotDirection[8];
  1848. uniform     mediump vec4 unity_SHAr;
  1849. uniform     mediump vec4 unity_SHAg;
  1850. uniform     mediump vec4 unity_SHAb;
  1851. uniform     mediump vec4 unity_SHBr;
  1852. uniform     mediump vec4 unity_SHBg;
  1853. uniform     mediump vec4 unity_SHBb;
  1854. uniform     mediump vec4 unity_SHC;
  1855. uniform     mediump vec3 unity_LightColor0;
  1856. uniform     mediump vec3 unity_LightColor1;
  1857. uniform     mediump vec3 unity_LightColor2;
  1858. uniform     mediump vec3 unity_LightColor3;
  1859. uniform     vec4 unity_ShadowSplitSpheres[4];
  1860. uniform     vec4 unity_ShadowSplitSqRadii;
  1861. uniform     vec4 unity_LightShadowBias;
  1862. uniform     vec4 _LightSplitsNear;
  1863. uniform     vec4 _LightSplitsFar;
  1864. uniform     mat4 unity_World2Shadow[4];
  1865. uniform     mediump vec4 _LightShadowData;
  1866. uniform     vec4 unity_ShadowFadeCenterAndType;
  1867. uniform     mat4 glstate_matrix_mvp;
  1868. uniform     mat4 glstate_matrix_modelview0;
  1869. uniform     mat4 glstate_matrix_invtrans_modelview0;
  1870. uniform     mat4 _Object2World;
  1871. uniform     mat4 _World2Object;
  1872. uniform     vec4 unity_LODFade;
  1873. uniform     vec4 unity_WorldTransformParams;
  1874. uniform     mat4 glstate_matrix_transpose_modelview0;
  1875. uniform     mat4 glstate_matrix_projection;
  1876. uniform     lowp vec4 glstate_lightmodel_ambient;
  1877. uniform     mat4 unity_MatrixV;
  1878. uniform     mat4 unity_MatrixVP;
  1879. uniform     lowp vec4 unity_AmbientSky;
  1880. uniform     lowp vec4 unity_AmbientEquator;
  1881. uniform     lowp vec4 unity_AmbientGround;
  1882. uniform     lowp vec4 unity_FogColor;
  1883. uniform     vec4 unity_FogParams;
  1884. uniform     vec4 unity_LightmapST;
  1885. uniform     vec4 unity_DynamicLightmapST;
  1886. uniform     vec4 unity_SpecCube0_BoxMax;
  1887. uniform     vec4 unity_SpecCube0_BoxMin;
  1888. uniform     vec4 unity_SpecCube0_ProbePosition;
  1889. uniform     mediump vec4 unity_SpecCube0_HDR;
  1890. uniform     vec4 unity_SpecCube1_BoxMax;
  1891. uniform     vec4 unity_SpecCube1_BoxMin;
  1892. uniform     vec4 unity_SpecCube1_ProbePosition;
  1893. uniform     mediump vec4 unity_SpecCube1_HDR;
  1894. uniform     lowp vec4 unity_ColorSpaceGrey;
  1895. uniform     lowp vec4 unity_ColorSpaceDouble;
  1896. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  1897. uniform     mediump vec4 unity_ColorSpaceLuminance;
  1898. uniform     mediump vec4 unity_Lightmap_HDR;
  1899. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  1900. uniform     lowp vec4 _LightColor0;
  1901. uniform     lowp vec4 _SpecColor;
  1902. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  1903. uniform     mediump mat4 _LightMatrix0;
  1904. uniform     lowp float _MetallicIntensity;
  1905. uniform     lowp float _SmoothnessIntensity;
  1906. uniform     lowp float _Cubepower;
  1907. uniform     vec4 _MainTex_ST;
  1908. uniform     vec4 _BumpMap_ST;
  1909. uniform lowp sampler2D _MainTex;
  1910. uniform lowp sampler2D _BumpMap;
  1911. uniform lowp sampler2D _SpecTex;
  1912. uniform lowp sampler2D _LightTexture0;
  1913. in highp vec4 vs_TEXCOORD0;
  1914. in lowp vec3 vs_TEXCOORD1;
  1915. in lowp vec3 vs_TEXCOORD2;
  1916. in lowp vec3 vs_TEXCOORD3;
  1917. in highp vec3 vs_TEXCOORD4;
  1918. layout(location = 0) out lowp vec4 SV_Target0;
  1919. highp vec3 t0;
  1920. mediump vec2 t16_0;
  1921. lowp vec4 t10_0;
  1922. highp vec3 t1;
  1923. mediump vec4 t16_2;
  1924. lowp vec3 t10_3;
  1925. lowp vec3 t10_4;
  1926. mediump vec3 t16_5;
  1927. mediump vec3 t16_8;
  1928. lowp vec2 t10_12;
  1929. mediump float t16_14;
  1930. highp float t18;
  1931. highp float t19;
  1932. mediump float t16_20;
  1933. void main()
  1934. {
  1935.     t0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyzx.xyz;
  1936.     t18 = dot(t0.xyz, t0.xyz);
  1937.     t18 = inversesqrt(t18);
  1938.     t1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
  1939.     t19 = dot(t1.xyz, t1.xyz);
  1940.     t19 = inversesqrt(t19);
  1941.     t1.xyz = vec3(t19) * t1.xyz;
  1942.     t16_2.xyz = t0.xyz * vec3(t18) + t1.xyz;
  1943.     t16_20 = dot(t16_2.xyz, t16_2.xyz);
  1944.     t16_0.x = max(t16_20, 0.00100000005);
  1945.     t16_20 = inversesqrt(t16_0.x);
  1946.     t16_2.xyz = vec3(t16_20) * t16_2.xyz;
  1947.     t10_0.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz;
  1948.     t10_3.xyz = t10_0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
  1949.     t10_4.x = dot(vs_TEXCOORD1.xyz, t10_3.xyz);
  1950.     t10_4.y = dot(vs_TEXCOORD2.xyz, t10_3.xyz);
  1951.     t10_4.z = dot(vs_TEXCOORD3.xyz, t10_3.xyz);
  1952.     t10_3.x = dot(t10_4.xyz, t10_4.xyz);
  1953.     t10_3.x = inversesqrt(t10_3.x);
  1954.     t10_3.xyz = t10_3.xxx * t10_4.xyz;
  1955.     t16_2.w = dot(t10_4.xyz, t1.xyz);
  1956.     t16_5.x = dot(t1.xyz, t16_2.xyz);
  1957.     t16_2.x = dot(t10_3.xyz, t16_2.xyz);
  1958.     t16_0.xy = max(t16_2.xw, vec2(0.0, 0.0));
  1959.     t16_2.x = log2(t16_0.x);
  1960.     t16_0.x = max(t16_5.x, 0.0);
  1961.     t10_12.xy = texture(_SpecTex, vs_TEXCOORD0.xy).xy;
  1962.     t16_8.x = (-t10_12.x) * _SmoothnessIntensity + 1.0;
  1963.     t10_3.xy = t10_12.xy * vec2(_SmoothnessIntensity, _MetallicIntensity);
  1964.     t16_14 = (-t16_8.x) + 1.0;
  1965.     t16_14 = t16_14 * 0.967999995 + 0.0299999993;
  1966.     t16_14 = log2(t16_14);
  1967.     t16_14 = 10.0 / t16_14;
  1968.     t16_8.y = max(t16_14, -255.936996);
  1969.     t16_8.xz = t16_8.xy * t16_8.xy;
  1970.     t16_14 = t16_8.y * t16_8.y + 1.0;
  1971.     t16_2.x = t16_2.x * t16_8.z;
  1972.     t16_2.x = exp2(t16_2.x);
  1973.     t16_2.x = t16_2.x * t16_14;
  1974.     t16_14 = t16_0.x * t16_0.x;
  1975.     t16_8.x = t16_14 * t10_3.x + t16_8.x;
  1976.     t16_8.x = t16_8.x * unity_LightGammaCorrectionConsts.z;
  1977.     t16_0.x = t16_8.x * t16_0.x + 9.99999975e-05;
  1978.     t16_0.x = t16_2.x / t16_0.x;
  1979.     t16_2.x = max(t16_0.x, 0.0);
  1980.     t16_2.x = min(t16_2.x, 100.0);
  1981.     t10_0.xzw = texture(_MainTex, vs_TEXCOORD0.xy).xyz;
  1982.     t16_8.xyz = t10_0.xzw + (-unity_ColorSpaceDielectricSpec.xyz);
  1983.     t16_8.xyz = t10_3.yyy * t16_8.xyz + unity_ColorSpaceDielectricSpec.xyz;
  1984.     t16_5.x = (-t10_3.y) * unity_ColorSpaceDielectricSpec.w + unity_ColorSpaceDielectricSpec.w;
  1985.     t16_2.xyz = t16_8.xyz * t16_2.xxx;
  1986.     t16_2.xyz = t10_0.xzw * t16_5.xxx + t16_2.xyz;
  1987.     t16_5.xyz = vs_TEXCOORD4.yyy * _LightMatrix0[1].xyz;
  1988.     t16_5.xyz = _LightMatrix0[0].xyz * vs_TEXCOORD4.xxx + t16_5.xyz;
  1989.     t16_5.xyz = _LightMatrix0[2].xyz * vs_TEXCOORD4.zzz + t16_5.xyz;
  1990.     t16_5.xyz = t16_5.xyz + _LightMatrix0[3].xyz;
  1991.     t16_0.x = dot(t16_5.xyz, t16_5.xyz);
  1992.     t10_0.x = texture(_LightTexture0, t16_0.xx).w;
  1993.     t16_5.xyz = t10_0.xxx * _LightColor0.xyz;
  1994.     t16_2.xyz = t16_2.xyz * t16_5.xyz;
  1995.     t16_2.xyz = t16_0.yyy * t16_2.xyz;
  1996.     SV_Target0.xyz = t16_2.xyz;
  1997.     SV_Target0.w = 1.0;
  1998.     return;
  1999. }
  2000.  
  2001. #endif
  2002. "
  2003. }
  2004. SubProgram "gles " {
  2005. Keywords { "DIRECTIONAL" }
  2006. "!!GLES
  2007. #version 100
  2008.  
  2009. #ifdef VERTEX
  2010. attribute vec4 _glesTANGENT;
  2011. attribute vec4 _glesVertex;
  2012. attribute vec3 _glesNormal;
  2013. attribute vec4 _glesMultiTexCoord0;
  2014. uniform highp mat4 glstate_matrix_mvp;
  2015. uniform highp mat4 _Object2World;
  2016. uniform highp mat4 _World2Object;
  2017. uniform highp vec4 unity_WorldTransformParams;
  2018. uniform highp vec4 _MainTex_ST;
  2019. uniform highp vec4 _BumpMap_ST;
  2020. varying highp vec4 xlv_TEXCOORD0;
  2021. varying lowp vec3 xlv_TEXCOORD1;
  2022. varying lowp vec3 xlv_TEXCOORD2;
  2023. varying lowp vec3 xlv_TEXCOORD3;
  2024. varying highp vec3 xlv_TEXCOORD4;
  2025. void main ()
  2026. {
  2027.   lowp float tangentSign_1;
  2028.   lowp vec3 worldTangent_2;
  2029.   lowp vec3 worldNormal_3;
  2030.   highp vec4 tmpvar_4;
  2031.   tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  2032.   tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  2033.   highp vec4 v_5;
  2034.   v_5.x = _World2Object[0].x;
  2035.   v_5.y = _World2Object[1].x;
  2036.   v_5.z = _World2Object[2].x;
  2037.   v_5.w = _World2Object[3].x;
  2038.   highp vec4 v_6;
  2039.   v_6.x = _World2Object[0].y;
  2040.   v_6.y = _World2Object[1].y;
  2041.   v_6.z = _World2Object[2].y;
  2042.   v_6.w = _World2Object[3].y;
  2043.   highp vec4 v_7;
  2044.   v_7.x = _World2Object[0].z;
  2045.   v_7.y = _World2Object[1].z;
  2046.   v_7.z = _World2Object[2].z;
  2047.   v_7.w = _World2Object[3].z;
  2048.   highp vec3 tmpvar_8;
  2049.   tmpvar_8 = normalize(((
  2050.     (v_5.xyz * _glesNormal.x)
  2051.    + 
  2052.     (v_6.xyz * _glesNormal.y)
  2053.   ) + (v_7.xyz * _glesNormal.z)));
  2054.   worldNormal_3 = tmpvar_8;
  2055.   highp mat3 tmpvar_9;
  2056.   tmpvar_9[0] = _Object2World[0].xyz;
  2057.   tmpvar_9[1] = _Object2World[1].xyz;
  2058.   tmpvar_9[2] = _Object2World[2].xyz;
  2059.   highp vec3 tmpvar_10;
  2060.   tmpvar_10 = normalize((tmpvar_9 * _glesTANGENT.xyz));
  2061.   worldTangent_2 = tmpvar_10;
  2062.   highp float tmpvar_11;
  2063.   tmpvar_11 = (_glesTANGENT.w * unity_WorldTransformParams.w);
  2064.   tangentSign_1 = tmpvar_11;
  2065.   lowp vec3 tmpvar_12;
  2066.   tmpvar_12 = (((worldNormal_3.yzx * worldTangent_2.zxy) - (worldNormal_3.zxy * worldTangent_2.yzx)) * tangentSign_1);
  2067.   lowp vec3 tmpvar_13;
  2068.   tmpvar_13.x = worldTangent_2.x;
  2069.   tmpvar_13.y = tmpvar_12.x;
  2070.   tmpvar_13.z = worldNormal_3.x;
  2071.   lowp vec3 tmpvar_14;
  2072.   tmpvar_14.x = worldTangent_2.y;
  2073.   tmpvar_14.y = tmpvar_12.y;
  2074.   tmpvar_14.z = worldNormal_3.y;
  2075.   lowp vec3 tmpvar_15;
  2076.   tmpvar_15.x = worldTangent_2.z;
  2077.   tmpvar_15.y = tmpvar_12.z;
  2078.   tmpvar_15.z = worldNormal_3.z;
  2079.   gl_Position = (glstate_matrix_mvp * _glesVertex);
  2080.   xlv_TEXCOORD0 = tmpvar_4;
  2081.   xlv_TEXCOORD1 = tmpvar_13;
  2082.   xlv_TEXCOORD2 = tmpvar_14;
  2083.   xlv_TEXCOORD3 = tmpvar_15;
  2084.   xlv_TEXCOORD4 = (_Object2World * _glesVertex).xyz;
  2085. }
  2086.  
  2087.  
  2088. #endif
  2089. #ifdef FRAGMENT
  2090. uniform highp vec3 _WorldSpaceCameraPos;
  2091. uniform mediump vec4 _WorldSpaceLightPos0;
  2092. uniform mediump vec4 unity_ColorSpaceDielectricSpec;
  2093. uniform lowp vec4 _LightColor0;
  2094. uniform mediump vec4 unity_LightGammaCorrectionConsts;
  2095. uniform sampler2D _MainTex;
  2096. uniform sampler2D _BumpMap;
  2097. uniform sampler2D _SpecTex;
  2098. uniform lowp float _MetallicIntensity;
  2099. uniform lowp float _SmoothnessIntensity;
  2100. varying highp vec4 xlv_TEXCOORD0;
  2101. varying lowp vec3 xlv_TEXCOORD1;
  2102. varying lowp vec3 xlv_TEXCOORD2;
  2103. varying lowp vec3 xlv_TEXCOORD3;
  2104. varying highp vec3 xlv_TEXCOORD4;
  2105. void main ()
  2106. {
  2107.   mediump vec3 tmpvar_1;
  2108.   mediump vec3 tmpvar_2;
  2109.   lowp vec3 worldN_3;
  2110.   lowp vec4 c_4;
  2111.   lowp vec3 worldViewDir_5;
  2112.   lowp vec3 lightDir_6;
  2113.   mediump vec3 tmpvar_7;
  2114.   tmpvar_7 = _WorldSpaceLightPos0.xyz;
  2115.   lightDir_6 = tmpvar_7;
  2116.   highp vec3 tmpvar_8;
  2117.   tmpvar_8 = normalize((_WorldSpaceCameraPos - xlv_TEXCOORD4));
  2118.   worldViewDir_5 = tmpvar_8;
  2119.   lowp vec3 tmpvar_9;
  2120.   mediump float tmpvar_10;
  2121.   mediump float tmpvar_11;
  2122.   lowp vec3 tmpvar_12;
  2123.   tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  2124.   lowp vec4 tmpvar_13;
  2125.   tmpvar_13 = texture2D (_SpecTex, xlv_TEXCOORD0.xy);
  2126.   tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz;
  2127.   tmpvar_11 = (tmpvar_13.x * _SmoothnessIntensity);
  2128.   tmpvar_10 = (tmpvar_13.y * _MetallicIntensity);
  2129.   worldN_3.x = dot (xlv_TEXCOORD1, tmpvar_12);
  2130.   worldN_3.y = dot (xlv_TEXCOORD2, tmpvar_12);
  2131.   worldN_3.z = dot (xlv_TEXCOORD3, tmpvar_12);
  2132.   tmpvar_1 = _LightColor0.xyz;
  2133.   tmpvar_2 = lightDir_6;
  2134.   mediump vec3 normal_14;
  2135.   normal_14 = worldN_3;
  2136.   lowp vec3 tmpvar_15;
  2137.   mediump vec3 viewDir_16;
  2138.   viewDir_16 = worldViewDir_5;
  2139.   mediump vec4 c_17;
  2140.   lowp vec3 tmpvar_18;
  2141.   tmpvar_18 = normalize(worldN_3);
  2142.   mediump vec3 tmpvar_19;
  2143.   mediump vec3 albedo_20;
  2144.   albedo_20 = tmpvar_9;
  2145.   tmpvar_19 = (albedo_20 * (unity_ColorSpaceDielectricSpec.w - (tmpvar_10 * unity_ColorSpaceDielectricSpec.w)));
  2146.   tmpvar_15 = tmpvar_19;
  2147.   mediump vec3 diffColor_21;
  2148.   diffColor_21 = tmpvar_15;
  2149.   tmpvar_15 = diffColor_21;
  2150.   mediump vec3 diffColor_22;
  2151.   diffColor_22 = tmpvar_15;
  2152.   mediump vec3 normal_23;
  2153.   normal_23 = tmpvar_18;
  2154.   mediump vec3 tmpvar_24;
  2155.   mediump vec3 inVec_25;
  2156.   inVec_25 = (tmpvar_2 + viewDir_16);
  2157.   tmpvar_24 = (inVec_25 * inversesqrt(max (0.001, 
  2158.     dot (inVec_25, inVec_25)
  2159.   )));
  2160.   mediump float tmpvar_26;
  2161.   tmpvar_26 = max (0.0, dot (tmpvar_2, tmpvar_24));
  2162.   mediump float tmpvar_27;
  2163.   tmpvar_27 = (1.0 - tmpvar_11);
  2164.   mediump float tmpvar_28;
  2165.   mediump float tmpvar_29;
  2166.   tmpvar_29 = max ((10.0 / log2(
  2167.     (((1.0 - tmpvar_27) * 0.968) + 0.03)
  2168.   )), -255.937);
  2169.   tmpvar_28 = (tmpvar_29 * tmpvar_29);
  2170.   c_17.xyz = (((diffColor_22 + 
  2171.     (clamp (((
  2172.       (tmpvar_28 + 1.0)
  2173.      * 
  2174.       pow (max (0.0, dot (normal_23, tmpvar_24)), tmpvar_28)
  2175.     ) / (
  2176.       ((unity_LightGammaCorrectionConsts.z * ((
  2177.         (tmpvar_26 * tmpvar_26)
  2178.        * tmpvar_11) + (tmpvar_27 * tmpvar_27))) * tmpvar_26)
  2179.      + 0.0001)), 0.0, 100.0) * mix (unity_ColorSpaceDielectricSpec.xyz, albedo_20, vec3(tmpvar_10)))
  2180.   ) * tmpvar_1) * max (0.0, dot (normal_14, tmpvar_2)));
  2181.   c_17.w = 0.0;
  2182.   c_4.xyz = c_17.xyz;
  2183.   c_4.w = 1.0;
  2184.   gl_FragData[0] = c_4;
  2185. }
  2186.  
  2187.  
  2188. #endif
  2189. "
  2190. }
  2191. SubProgram "gles3 " {
  2192. Keywords { "DIRECTIONAL" }
  2193. "!!GLES3
  2194. #ifdef VERTEX
  2195. #version 300 es
  2196. precision highp float;
  2197. precision highp int;
  2198. uniform     vec4 _Time;
  2199. uniform     vec4 _SinTime;
  2200. uniform     vec4 _CosTime;
  2201. uniform     vec4 unity_DeltaTime;
  2202. uniform     vec3 _WorldSpaceCameraPos;
  2203. uniform     vec4 _ProjectionParams;
  2204. uniform     vec4 _ScreenParams;
  2205. uniform     vec4 _ZBufferParams;
  2206. uniform     vec4 unity_OrthoParams;
  2207. uniform     vec4 unity_CameraWorldClipPlanes[6];
  2208. uniform     mat4 unity_CameraProjection;
  2209. uniform     mat4 unity_CameraInvProjection;
  2210. uniform     mediump vec4 _WorldSpaceLightPos0;
  2211. uniform     vec4 _LightPositionRange;
  2212. uniform     vec4 unity_4LightPosX0;
  2213. uniform     vec4 unity_4LightPosY0;
  2214. uniform     vec4 unity_4LightPosZ0;
  2215. uniform     mediump vec4 unity_4LightAtten0;
  2216. uniform     mediump vec4 unity_LightColor[8];
  2217. uniform     vec4 unity_LightPosition[8];
  2218. uniform     mediump vec4 unity_LightAtten[8];
  2219. uniform     vec4 unity_SpotDirection[8];
  2220. uniform     mediump vec4 unity_SHAr;
  2221. uniform     mediump vec4 unity_SHAg;
  2222. uniform     mediump vec4 unity_SHAb;
  2223. uniform     mediump vec4 unity_SHBr;
  2224. uniform     mediump vec4 unity_SHBg;
  2225. uniform     mediump vec4 unity_SHBb;
  2226. uniform     mediump vec4 unity_SHC;
  2227. uniform     mediump vec3 unity_LightColor0;
  2228. uniform     mediump vec3 unity_LightColor1;
  2229. uniform     mediump vec3 unity_LightColor2;
  2230. uniform     mediump vec3 unity_LightColor3;
  2231. uniform     vec4 unity_ShadowSplitSpheres[4];
  2232. uniform     vec4 unity_ShadowSplitSqRadii;
  2233. uniform     vec4 unity_LightShadowBias;
  2234. uniform     vec4 _LightSplitsNear;
  2235. uniform     vec4 _LightSplitsFar;
  2236. uniform     mat4 unity_World2Shadow[4];
  2237. uniform     mediump vec4 _LightShadowData;
  2238. uniform     vec4 unity_ShadowFadeCenterAndType;
  2239. uniform     mat4 glstate_matrix_mvp;
  2240. uniform     mat4 glstate_matrix_modelview0;
  2241. uniform     mat4 glstate_matrix_invtrans_modelview0;
  2242. uniform     mat4 _Object2World;
  2243. uniform     mat4 _World2Object;
  2244. uniform     vec4 unity_LODFade;
  2245. uniform     vec4 unity_WorldTransformParams;
  2246. uniform     mat4 glstate_matrix_transpose_modelview0;
  2247. uniform     mat4 glstate_matrix_projection;
  2248. uniform     lowp vec4 glstate_lightmodel_ambient;
  2249. uniform     mat4 unity_MatrixV;
  2250. uniform     mat4 unity_MatrixVP;
  2251. uniform     lowp vec4 unity_AmbientSky;
  2252. uniform     lowp vec4 unity_AmbientEquator;
  2253. uniform     lowp vec4 unity_AmbientGround;
  2254. uniform     lowp vec4 unity_FogColor;
  2255. uniform     vec4 unity_FogParams;
  2256. uniform     vec4 unity_LightmapST;
  2257. uniform     vec4 unity_DynamicLightmapST;
  2258. uniform     vec4 unity_SpecCube0_BoxMax;
  2259. uniform     vec4 unity_SpecCube0_BoxMin;
  2260. uniform     vec4 unity_SpecCube0_ProbePosition;
  2261. uniform     mediump vec4 unity_SpecCube0_HDR;
  2262. uniform     vec4 unity_SpecCube1_BoxMax;
  2263. uniform     vec4 unity_SpecCube1_BoxMin;
  2264. uniform     vec4 unity_SpecCube1_ProbePosition;
  2265. uniform     mediump vec4 unity_SpecCube1_HDR;
  2266. uniform     lowp vec4 unity_ColorSpaceGrey;
  2267. uniform     lowp vec4 unity_ColorSpaceDouble;
  2268. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  2269. uniform     mediump vec4 unity_ColorSpaceLuminance;
  2270. uniform     mediump vec4 unity_Lightmap_HDR;
  2271. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  2272. uniform     lowp vec4 _LightColor0;
  2273. uniform     lowp vec4 _SpecColor;
  2274. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  2275. uniform     lowp float _MetallicIntensity;
  2276. uniform     lowp float _SmoothnessIntensity;
  2277. uniform     lowp float _Cubepower;
  2278. uniform     vec4 _MainTex_ST;
  2279. uniform     vec4 _BumpMap_ST;
  2280. in highp vec4 in_POSITION0;
  2281. in highp vec4 in_TANGENT0;
  2282. in highp vec3 in_NORMAL0;
  2283. in highp vec4 in_TEXCOORD0;
  2284. out highp vec4 vs_TEXCOORD0;
  2285. out lowp vec3 vs_TEXCOORD1;
  2286. out lowp vec3 vs_TEXCOORD2;
  2287. out lowp vec3 vs_TEXCOORD3;
  2288. out highp vec3 vs_TEXCOORD4;
  2289. highp vec4 t0;
  2290. highp vec3 t1;
  2291. lowp vec3 t10_2;
  2292. highp float t3;
  2293. highp float t9;
  2294. void main()
  2295. {
  2296.     t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
  2297.     t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
  2298.     t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
  2299.     gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
  2300.     vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  2301.     vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
  2302.     t0.y = in_NORMAL0.x * _World2Object[0].x;
  2303.     t0.z = in_NORMAL0.x * _World2Object[1].x;
  2304.     t0.x = in_NORMAL0.x * _World2Object[2].x;
  2305.     t1.y = in_NORMAL0.y * _World2Object[0].y;
  2306.     t1.z = in_NORMAL0.y * _World2Object[1].y;
  2307.     t1.x = in_NORMAL0.y * _World2Object[2].y;
  2308.     t0.xyz = t0.xyz + t1.xyz;
  2309.     t1.y = in_NORMAL0.z * _World2Object[0].z;
  2310.     t1.z = in_NORMAL0.z * _World2Object[1].z;
  2311.     t1.x = in_NORMAL0.z * _World2Object[2].z;
  2312.     t0.xyz = t0.xyz + t1.xyz;
  2313.     t9 = dot(t0.xyz, t0.xyz);
  2314.     t9 = inversesqrt(t9);
  2315.     t0.xyz = vec3(t9) * t0.xyz;
  2316.     vs_TEXCOORD1.z = t0.y;
  2317.     t1.xyz = in_TANGENT0.yyy * _Object2World[1].yzx;
  2318.     t1.xyz = _Object2World[0].yzx * in_TANGENT0.xxx + t1.xyz;
  2319.     t1.xyz = _Object2World[2].yzx * in_TANGENT0.zzz + t1.xyz;
  2320.     t9 = dot(t1.xyz, t1.xyz);
  2321.     t9 = inversesqrt(t9);
  2322.     t1.xyz = vec3(t9) * t1.xyz;
  2323.     t10_2.xyz = t0.xyz * t1.xyz;
  2324.     t10_2.xyz = t0.zxy * t1.yzx + (-t10_2.xyz);
  2325.     t3 = in_TANGENT0.w * unity_WorldTransformParams.w;
  2326.     t10_2.xyz = vec3(t3) * t10_2.xyz;
  2327.     vs_TEXCOORD1.y = t10_2.x;
  2328.     vs_TEXCOORD1.x = t1.z;
  2329.     vs_TEXCOORD2.z = t0.z;
  2330.     vs_TEXCOORD3.z = t0.x;
  2331.     vs_TEXCOORD2.x = t1.x;
  2332.     vs_TEXCOORD3.x = t1.y;
  2333.     vs_TEXCOORD2.y = t10_2.y;
  2334.     vs_TEXCOORD3.y = t10_2.z;
  2335.     t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
  2336.     t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
  2337.     t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
  2338.     vs_TEXCOORD4.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
  2339.     return;
  2340. }
  2341.  
  2342. #endif
  2343. #ifdef FRAGMENT
  2344. #version 300 es
  2345. precision highp float;
  2346. precision highp int;
  2347. uniform     vec4 _Time;
  2348. uniform     vec4 _SinTime;
  2349. uniform     vec4 _CosTime;
  2350. uniform     vec4 unity_DeltaTime;
  2351. uniform     vec3 _WorldSpaceCameraPos;
  2352. uniform     vec4 _ProjectionParams;
  2353. uniform     vec4 _ScreenParams;
  2354. uniform     vec4 _ZBufferParams;
  2355. uniform     vec4 unity_OrthoParams;
  2356. uniform     vec4 unity_CameraWorldClipPlanes[6];
  2357. uniform     mat4 unity_CameraProjection;
  2358. uniform     mat4 unity_CameraInvProjection;
  2359. uniform     mediump vec4 _WorldSpaceLightPos0;
  2360. uniform     vec4 _LightPositionRange;
  2361. uniform     vec4 unity_4LightPosX0;
  2362. uniform     vec4 unity_4LightPosY0;
  2363. uniform     vec4 unity_4LightPosZ0;
  2364. uniform     mediump vec4 unity_4LightAtten0;
  2365. uniform     mediump vec4 unity_LightColor[8];
  2366. uniform     vec4 unity_LightPosition[8];
  2367. uniform     mediump vec4 unity_LightAtten[8];
  2368. uniform     vec4 unity_SpotDirection[8];
  2369. uniform     mediump vec4 unity_SHAr;
  2370. uniform     mediump vec4 unity_SHAg;
  2371. uniform     mediump vec4 unity_SHAb;
  2372. uniform     mediump vec4 unity_SHBr;
  2373. uniform     mediump vec4 unity_SHBg;
  2374. uniform     mediump vec4 unity_SHBb;
  2375. uniform     mediump vec4 unity_SHC;
  2376. uniform     mediump vec3 unity_LightColor0;
  2377. uniform     mediump vec3 unity_LightColor1;
  2378. uniform     mediump vec3 unity_LightColor2;
  2379. uniform     mediump vec3 unity_LightColor3;
  2380. uniform     vec4 unity_ShadowSplitSpheres[4];
  2381. uniform     vec4 unity_ShadowSplitSqRadii;
  2382. uniform     vec4 unity_LightShadowBias;
  2383. uniform     vec4 _LightSplitsNear;
  2384. uniform     vec4 _LightSplitsFar;
  2385. uniform     mat4 unity_World2Shadow[4];
  2386. uniform     mediump vec4 _LightShadowData;
  2387. uniform     vec4 unity_ShadowFadeCenterAndType;
  2388. uniform     mat4 glstate_matrix_mvp;
  2389. uniform     mat4 glstate_matrix_modelview0;
  2390. uniform     mat4 glstate_matrix_invtrans_modelview0;
  2391. uniform     mat4 _Object2World;
  2392. uniform     mat4 _World2Object;
  2393. uniform     vec4 unity_LODFade;
  2394. uniform     vec4 unity_WorldTransformParams;
  2395. uniform     mat4 glstate_matrix_transpose_modelview0;
  2396. uniform     mat4 glstate_matrix_projection;
  2397. uniform     lowp vec4 glstate_lightmodel_ambient;
  2398. uniform     mat4 unity_MatrixV;
  2399. uniform     mat4 unity_MatrixVP;
  2400. uniform     lowp vec4 unity_AmbientSky;
  2401. uniform     lowp vec4 unity_AmbientEquator;
  2402. uniform     lowp vec4 unity_AmbientGround;
  2403. uniform     lowp vec4 unity_FogColor;
  2404. uniform     vec4 unity_FogParams;
  2405. uniform     vec4 unity_LightmapST;
  2406. uniform     vec4 unity_DynamicLightmapST;
  2407. uniform     vec4 unity_SpecCube0_BoxMax;
  2408. uniform     vec4 unity_SpecCube0_BoxMin;
  2409. uniform     vec4 unity_SpecCube0_ProbePosition;
  2410. uniform     mediump vec4 unity_SpecCube0_HDR;
  2411. uniform     vec4 unity_SpecCube1_BoxMax;
  2412. uniform     vec4 unity_SpecCube1_BoxMin;
  2413. uniform     vec4 unity_SpecCube1_ProbePosition;
  2414. uniform     mediump vec4 unity_SpecCube1_HDR;
  2415. uniform     lowp vec4 unity_ColorSpaceGrey;
  2416. uniform     lowp vec4 unity_ColorSpaceDouble;
  2417. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  2418. uniform     mediump vec4 unity_ColorSpaceLuminance;
  2419. uniform     mediump vec4 unity_Lightmap_HDR;
  2420. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  2421. uniform     lowp vec4 _LightColor0;
  2422. uniform     lowp vec4 _SpecColor;
  2423. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  2424. uniform     lowp float _MetallicIntensity;
  2425. uniform     lowp float _SmoothnessIntensity;
  2426. uniform     lowp float _Cubepower;
  2427. uniform     vec4 _MainTex_ST;
  2428. uniform     vec4 _BumpMap_ST;
  2429. uniform lowp sampler2D _MainTex;
  2430. uniform lowp sampler2D _BumpMap;
  2431. uniform lowp sampler2D _SpecTex;
  2432. in highp vec4 vs_TEXCOORD0;
  2433. in lowp vec3 vs_TEXCOORD1;
  2434. in lowp vec3 vs_TEXCOORD2;
  2435. in lowp vec3 vs_TEXCOORD3;
  2436. in highp vec3 vs_TEXCOORD4;
  2437. layout(location = 0) out lowp vec4 SV_Target0;
  2438. highp vec3 t0;
  2439. mediump float t16_0;
  2440. lowp vec3 t10_0;
  2441. mediump vec4 t16_1;
  2442. lowp vec3 t10_2;
  2443. lowp vec3 t10_3;
  2444. mediump float t16_4;
  2445. mediump vec2 t16_5;
  2446. lowp vec3 t10_5;
  2447. mediump vec3 t16_6;
  2448. lowp vec2 t10_10;
  2449. mediump float t16_11;
  2450. highp float t15;
  2451. mediump float t16_16;
  2452. void main()
  2453. {
  2454.     t0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyzx.xyz;
  2455.     t15 = dot(t0.xyz, t0.xyz);
  2456.     t15 = inversesqrt(t15);
  2457.     t16_1.xyz = t0.xyz * vec3(t15) + _WorldSpaceLightPos0.xyz;
  2458.     t16_16 = dot(t16_1.xyz, t16_1.xyz);
  2459.     t16_0 = max(t16_16, 0.00100000005);
  2460.     t16_16 = inversesqrt(t16_0);
  2461.     t16_1.xyz = vec3(t16_16) * t16_1.xyz;
  2462.     t10_0.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz;
  2463.     t10_2.xyz = t10_0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
  2464.     t10_3.x = dot(vs_TEXCOORD1.xyz, t10_2.xyz);
  2465.     t10_3.y = dot(vs_TEXCOORD2.xyz, t10_2.xyz);
  2466.     t10_3.z = dot(vs_TEXCOORD3.xyz, t10_2.xyz);
  2467.     t10_2.x = dot(t10_3.xyz, t10_3.xyz);
  2468.     t10_2.x = inversesqrt(t10_2.x);
  2469.     t10_2.xyz = t10_2.xxx * t10_3.xyz;
  2470.     t16_16 = dot(t10_3.xyz, _WorldSpaceLightPos0.xyz);
  2471.     t16_0 = max(t16_16, 0.0);
  2472.     t16_1.w = dot(t10_2.xyz, t16_1.xyz);
  2473.     t16_1.x = dot(_WorldSpaceLightPos0.xyz, t16_1.xyz);
  2474.     t16_5.xy = max(t16_1.xw, vec2(0.0, 0.0));
  2475.     t16_1.x = log2(t16_5.y);
  2476.     t10_10.xy = texture(_SpecTex, vs_TEXCOORD0.xy).xy;
  2477.     t16_6.x = (-t10_10.x) * _SmoothnessIntensity + 1.0;
  2478.     t10_2.xy = t10_10.xy * vec2(_SmoothnessIntensity, _MetallicIntensity);
  2479.     t16_11 = (-t16_6.x) + 1.0;
  2480.     t16_11 = t16_11 * 0.967999995 + 0.0299999993;
  2481.     t16_11 = log2(t16_11);
  2482.     t16_11 = 10.0 / t16_11;
  2483.     t16_6.y = max(t16_11, -255.936996);
  2484.     t16_6.xz = t16_6.xy * t16_6.xy;
  2485.     t16_11 = t16_6.y * t16_6.y + 1.0;
  2486.     t16_1.x = t16_1.x * t16_6.z;
  2487.     t16_1.x = exp2(t16_1.x);
  2488.     t16_1.x = t16_1.x * t16_11;
  2489.     t16_11 = t16_5.x * t16_5.x;
  2490.     t16_6.x = t16_11 * t10_2.x + t16_6.x;
  2491.     t16_6.x = t16_6.x * unity_LightGammaCorrectionConsts.z;
  2492.     t16_5.x = t16_6.x * t16_5.x + 9.99999975e-05;
  2493.     t16_5.x = t16_1.x / t16_5.x;
  2494.     t16_1.x = max(t16_5.x, 0.0);
  2495.     t16_1.x = min(t16_1.x, 100.0);
  2496.     t10_5.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz;
  2497.     t16_6.xyz = t10_5.xyz + (-unity_ColorSpaceDielectricSpec.xyz);
  2498.     t16_6.xyz = t10_2.yyy * t16_6.xyz + unity_ColorSpaceDielectricSpec.xyz;
  2499.     t16_4 = (-t10_2.y) * unity_ColorSpaceDielectricSpec.w + unity_ColorSpaceDielectricSpec.w;
  2500.     t16_1.xyz = t16_6.xyz * t16_1.xxx;
  2501.     t16_1.xyz = t10_5.xyz * vec3(t16_4) + t16_1.xyz;
  2502.     t16_1.xyz = t16_1.xyz * _LightColor0.xyz;
  2503.     t16_1.xyz = vec3(t16_0) * t16_1.xyz;
  2504.     SV_Target0.xyz = t16_1.xyz;
  2505.     SV_Target0.w = 1.0;
  2506.     return;
  2507. }
  2508.  
  2509. #endif
  2510. "
  2511. }
  2512. SubProgram "gles " {
  2513. Keywords { "SPOT" }
  2514. "!!GLES
  2515. #version 100
  2516.  
  2517. #ifdef VERTEX
  2518. attribute vec4 _glesTANGENT;
  2519. attribute vec4 _glesVertex;
  2520. attribute vec3 _glesNormal;
  2521. attribute vec4 _glesMultiTexCoord0;
  2522. uniform highp mat4 glstate_matrix_mvp;
  2523. uniform highp mat4 _Object2World;
  2524. uniform highp mat4 _World2Object;
  2525. uniform highp vec4 unity_WorldTransformParams;
  2526. uniform highp vec4 _MainTex_ST;
  2527. uniform highp vec4 _BumpMap_ST;
  2528. varying highp vec4 xlv_TEXCOORD0;
  2529. varying lowp vec3 xlv_TEXCOORD1;
  2530. varying lowp vec3 xlv_TEXCOORD2;
  2531. varying lowp vec3 xlv_TEXCOORD3;
  2532. varying highp vec3 xlv_TEXCOORD4;
  2533. void main ()
  2534. {
  2535.   lowp float tangentSign_1;
  2536.   lowp vec3 worldTangent_2;
  2537.   lowp vec3 worldNormal_3;
  2538.   highp vec4 tmpvar_4;
  2539.   tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  2540.   tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  2541.   highp vec4 v_5;
  2542.   v_5.x = _World2Object[0].x;
  2543.   v_5.y = _World2Object[1].x;
  2544.   v_5.z = _World2Object[2].x;
  2545.   v_5.w = _World2Object[3].x;
  2546.   highp vec4 v_6;
  2547.   v_6.x = _World2Object[0].y;
  2548.   v_6.y = _World2Object[1].y;
  2549.   v_6.z = _World2Object[2].y;
  2550.   v_6.w = _World2Object[3].y;
  2551.   highp vec4 v_7;
  2552.   v_7.x = _World2Object[0].z;
  2553.   v_7.y = _World2Object[1].z;
  2554.   v_7.z = _World2Object[2].z;
  2555.   v_7.w = _World2Object[3].z;
  2556.   highp vec3 tmpvar_8;
  2557.   tmpvar_8 = normalize(((
  2558.     (v_5.xyz * _glesNormal.x)
  2559.    + 
  2560.     (v_6.xyz * _glesNormal.y)
  2561.   ) + (v_7.xyz * _glesNormal.z)));
  2562.   worldNormal_3 = tmpvar_8;
  2563.   highp mat3 tmpvar_9;
  2564.   tmpvar_9[0] = _Object2World[0].xyz;
  2565.   tmpvar_9[1] = _Object2World[1].xyz;
  2566.   tmpvar_9[2] = _Object2World[2].xyz;
  2567.   highp vec3 tmpvar_10;
  2568.   tmpvar_10 = normalize((tmpvar_9 * _glesTANGENT.xyz));
  2569.   worldTangent_2 = tmpvar_10;
  2570.   highp float tmpvar_11;
  2571.   tmpvar_11 = (_glesTANGENT.w * unity_WorldTransformParams.w);
  2572.   tangentSign_1 = tmpvar_11;
  2573.   lowp vec3 tmpvar_12;
  2574.   tmpvar_12 = (((worldNormal_3.yzx * worldTangent_2.zxy) - (worldNormal_3.zxy * worldTangent_2.yzx)) * tangentSign_1);
  2575.   lowp vec3 tmpvar_13;
  2576.   tmpvar_13.x = worldTangent_2.x;
  2577.   tmpvar_13.y = tmpvar_12.x;
  2578.   tmpvar_13.z = worldNormal_3.x;
  2579.   lowp vec3 tmpvar_14;
  2580.   tmpvar_14.x = worldTangent_2.y;
  2581.   tmpvar_14.y = tmpvar_12.y;
  2582.   tmpvar_14.z = worldNormal_3.y;
  2583.   lowp vec3 tmpvar_15;
  2584.   tmpvar_15.x = worldTangent_2.z;
  2585.   tmpvar_15.y = tmpvar_12.z;
  2586.   tmpvar_15.z = worldNormal_3.z;
  2587.   gl_Position = (glstate_matrix_mvp * _glesVertex);
  2588.   xlv_TEXCOORD0 = tmpvar_4;
  2589.   xlv_TEXCOORD1 = tmpvar_13;
  2590.   xlv_TEXCOORD2 = tmpvar_14;
  2591.   xlv_TEXCOORD3 = tmpvar_15;
  2592.   xlv_TEXCOORD4 = (_Object2World * _glesVertex).xyz;
  2593. }
  2594.  
  2595.  
  2596. #endif
  2597. #ifdef FRAGMENT
  2598. uniform highp vec3 _WorldSpaceCameraPos;
  2599. uniform highp vec4 _WorldSpaceLightPos0;
  2600. uniform mediump vec4 unity_ColorSpaceDielectricSpec;
  2601. uniform lowp vec4 _LightColor0;
  2602. uniform mediump vec4 unity_LightGammaCorrectionConsts;
  2603. uniform sampler2D _LightTexture0;
  2604. uniform mediump mat4 _LightMatrix0;
  2605. uniform sampler2D _LightTextureB0;
  2606. uniform sampler2D _MainTex;
  2607. uniform sampler2D _BumpMap;
  2608. uniform sampler2D _SpecTex;
  2609. uniform lowp float _MetallicIntensity;
  2610. uniform lowp float _SmoothnessIntensity;
  2611. varying highp vec4 xlv_TEXCOORD0;
  2612. varying lowp vec3 xlv_TEXCOORD1;
  2613. varying lowp vec3 xlv_TEXCOORD2;
  2614. varying lowp vec3 xlv_TEXCOORD3;
  2615. varying highp vec3 xlv_TEXCOORD4;
  2616. void main ()
  2617. {
  2618.   mediump vec3 tmpvar_1;
  2619.   mediump vec3 tmpvar_2;
  2620.   lowp vec3 worldN_3;
  2621.   lowp vec4 c_4;
  2622.   lowp float atten_5;
  2623.   mediump vec4 lightCoord_6;
  2624.   lowp vec3 worldViewDir_7;
  2625.   lowp vec3 lightDir_8;
  2626.   highp vec3 tmpvar_9;
  2627.   tmpvar_9 = normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD4));
  2628.   lightDir_8 = tmpvar_9;
  2629.   highp vec3 tmpvar_10;
  2630.   tmpvar_10 = normalize((_WorldSpaceCameraPos - xlv_TEXCOORD4));
  2631.   worldViewDir_7 = tmpvar_10;
  2632.   lowp vec3 tmpvar_11;
  2633.   mediump float tmpvar_12;
  2634.   mediump float tmpvar_13;
  2635.   lowp vec3 tmpvar_14;
  2636.   tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  2637.   lowp vec4 tmpvar_15;
  2638.   tmpvar_15 = texture2D (_SpecTex, xlv_TEXCOORD0.xy);
  2639.   tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz;
  2640.   tmpvar_13 = (tmpvar_15.x * _SmoothnessIntensity);
  2641.   tmpvar_12 = (tmpvar_15.y * _MetallicIntensity);
  2642.   highp vec4 tmpvar_16;
  2643.   tmpvar_16.w = 1.0;
  2644.   tmpvar_16.xyz = xlv_TEXCOORD4;
  2645.   highp vec4 tmpvar_17;
  2646.   tmpvar_17 = (_LightMatrix0 * tmpvar_16);
  2647.   lightCoord_6 = tmpvar_17;
  2648.   lowp vec4 tmpvar_18;
  2649.   mediump vec2 P_19;
  2650.   P_19 = ((lightCoord_6.xy / lightCoord_6.w) + 0.5);
  2651.   tmpvar_18 = texture2D (_LightTexture0, P_19);
  2652.   highp vec3 LightCoord_20;
  2653.   LightCoord_20 = lightCoord_6.xyz;
  2654.   highp float tmpvar_21;
  2655.   tmpvar_21 = dot (LightCoord_20, LightCoord_20);
  2656.   lowp vec4 tmpvar_22;
  2657.   tmpvar_22 = texture2D (_LightTextureB0, vec2(tmpvar_21));
  2658.   mediump float tmpvar_23;
  2659.   tmpvar_23 = ((float(
  2660.     (lightCoord_6.z > 0.0)
  2661.   ) * tmpvar_18.w) * tmpvar_22.w);
  2662.   atten_5 = tmpvar_23;
  2663.   worldN_3.x = dot (xlv_TEXCOORD1, tmpvar_14);
  2664.   worldN_3.y = dot (xlv_TEXCOORD2, tmpvar_14);
  2665.   worldN_3.z = dot (xlv_TEXCOORD3, tmpvar_14);
  2666.   tmpvar_1 = _LightColor0.xyz;
  2667.   tmpvar_2 = lightDir_8;
  2668.   mediump vec3 normal_24;
  2669.   normal_24 = worldN_3;
  2670.   tmpvar_1 = (tmpvar_1 * atten_5);
  2671.   lowp vec3 tmpvar_25;
  2672.   mediump vec3 viewDir_26;
  2673.   viewDir_26 = worldViewDir_7;
  2674.   mediump vec4 c_27;
  2675.   lowp vec3 tmpvar_28;
  2676.   tmpvar_28 = normalize(worldN_3);
  2677.   mediump vec3 tmpvar_29;
  2678.   mediump vec3 albedo_30;
  2679.   albedo_30 = tmpvar_11;
  2680.   tmpvar_29 = (albedo_30 * (unity_ColorSpaceDielectricSpec.w - (tmpvar_12 * unity_ColorSpaceDielectricSpec.w)));
  2681.   tmpvar_25 = tmpvar_29;
  2682.   mediump vec3 diffColor_31;
  2683.   diffColor_31 = tmpvar_25;
  2684.   tmpvar_25 = diffColor_31;
  2685.   mediump vec3 diffColor_32;
  2686.   diffColor_32 = tmpvar_25;
  2687.   mediump vec3 normal_33;
  2688.   normal_33 = tmpvar_28;
  2689.   mediump vec3 tmpvar_34;
  2690.   mediump vec3 inVec_35;
  2691.   inVec_35 = (tmpvar_2 + viewDir_26);
  2692.   tmpvar_34 = (inVec_35 * inversesqrt(max (0.001, 
  2693.     dot (inVec_35, inVec_35)
  2694.   )));
  2695.   mediump float tmpvar_36;
  2696.   tmpvar_36 = max (0.0, dot (tmpvar_2, tmpvar_34));
  2697.   mediump float tmpvar_37;
  2698.   tmpvar_37 = (1.0 - tmpvar_13);
  2699.   mediump float tmpvar_38;
  2700.   mediump float tmpvar_39;
  2701.   tmpvar_39 = max ((10.0 / log2(
  2702.     (((1.0 - tmpvar_37) * 0.968) + 0.03)
  2703.   )), -255.937);
  2704.   tmpvar_38 = (tmpvar_39 * tmpvar_39);
  2705.   c_27.xyz = (((diffColor_32 + 
  2706.     (clamp (((
  2707.       (tmpvar_38 + 1.0)
  2708.      * 
  2709.       pow (max (0.0, dot (normal_33, tmpvar_34)), tmpvar_38)
  2710.     ) / (
  2711.       ((unity_LightGammaCorrectionConsts.z * ((
  2712.         (tmpvar_36 * tmpvar_36)
  2713.        * tmpvar_13) + (tmpvar_37 * tmpvar_37))) * tmpvar_36)
  2714.      + 0.0001)), 0.0, 100.0) * mix (unity_ColorSpaceDielectricSpec.xyz, albedo_30, vec3(tmpvar_12)))
  2715.   ) * tmpvar_1) * max (0.0, dot (normal_24, tmpvar_2)));
  2716.   c_27.w = 0.0;
  2717.   c_4.xyz = c_27.xyz;
  2718.   c_4.w = 1.0;
  2719.   gl_FragData[0] = c_4;
  2720. }
  2721.  
  2722.  
  2723. #endif
  2724. "
  2725. }
  2726. SubProgram "gles3 " {
  2727. Keywords { "SPOT" }
  2728. "!!GLES3
  2729. #ifdef VERTEX
  2730. #version 300 es
  2731. precision highp float;
  2732. precision highp int;
  2733. uniform     vec4 _Time;
  2734. uniform     vec4 _SinTime;
  2735. uniform     vec4 _CosTime;
  2736. uniform     vec4 unity_DeltaTime;
  2737. uniform     vec3 _WorldSpaceCameraPos;
  2738. uniform     vec4 _ProjectionParams;
  2739. uniform     vec4 _ScreenParams;
  2740. uniform     vec4 _ZBufferParams;
  2741. uniform     vec4 unity_OrthoParams;
  2742. uniform     vec4 unity_CameraWorldClipPlanes[6];
  2743. uniform     mat4 unity_CameraProjection;
  2744. uniform     mat4 unity_CameraInvProjection;
  2745. uniform     vec4 _WorldSpaceLightPos0;
  2746. uniform     vec4 _LightPositionRange;
  2747. uniform     vec4 unity_4LightPosX0;
  2748. uniform     vec4 unity_4LightPosY0;
  2749. uniform     vec4 unity_4LightPosZ0;
  2750. uniform     mediump vec4 unity_4LightAtten0;
  2751. uniform     mediump vec4 unity_LightColor[8];
  2752. uniform     vec4 unity_LightPosition[8];
  2753. uniform     mediump vec4 unity_LightAtten[8];
  2754. uniform     vec4 unity_SpotDirection[8];
  2755. uniform     mediump vec4 unity_SHAr;
  2756. uniform     mediump vec4 unity_SHAg;
  2757. uniform     mediump vec4 unity_SHAb;
  2758. uniform     mediump vec4 unity_SHBr;
  2759. uniform     mediump vec4 unity_SHBg;
  2760. uniform     mediump vec4 unity_SHBb;
  2761. uniform     mediump vec4 unity_SHC;
  2762. uniform     mediump vec3 unity_LightColor0;
  2763. uniform     mediump vec3 unity_LightColor1;
  2764. uniform     mediump vec3 unity_LightColor2;
  2765. uniform     mediump vec3 unity_LightColor3;
  2766. uniform     vec4 unity_ShadowSplitSpheres[4];
  2767. uniform     vec4 unity_ShadowSplitSqRadii;
  2768. uniform     vec4 unity_LightShadowBias;
  2769. uniform     vec4 _LightSplitsNear;
  2770. uniform     vec4 _LightSplitsFar;
  2771. uniform     mat4 unity_World2Shadow[4];
  2772. uniform     mediump vec4 _LightShadowData;
  2773. uniform     vec4 unity_ShadowFadeCenterAndType;
  2774. uniform     mat4 glstate_matrix_mvp;
  2775. uniform     mat4 glstate_matrix_modelview0;
  2776. uniform     mat4 glstate_matrix_invtrans_modelview0;
  2777. uniform     mat4 _Object2World;
  2778. uniform     mat4 _World2Object;
  2779. uniform     vec4 unity_LODFade;
  2780. uniform     vec4 unity_WorldTransformParams;
  2781. uniform     mat4 glstate_matrix_transpose_modelview0;
  2782. uniform     mat4 glstate_matrix_projection;
  2783. uniform     lowp vec4 glstate_lightmodel_ambient;
  2784. uniform     mat4 unity_MatrixV;
  2785. uniform     mat4 unity_MatrixVP;
  2786. uniform     lowp vec4 unity_AmbientSky;
  2787. uniform     lowp vec4 unity_AmbientEquator;
  2788. uniform     lowp vec4 unity_AmbientGround;
  2789. uniform     lowp vec4 unity_FogColor;
  2790. uniform     vec4 unity_FogParams;
  2791. uniform     vec4 unity_LightmapST;
  2792. uniform     vec4 unity_DynamicLightmapST;
  2793. uniform     vec4 unity_SpecCube0_BoxMax;
  2794. uniform     vec4 unity_SpecCube0_BoxMin;
  2795. uniform     vec4 unity_SpecCube0_ProbePosition;
  2796. uniform     mediump vec4 unity_SpecCube0_HDR;
  2797. uniform     vec4 unity_SpecCube1_BoxMax;
  2798. uniform     vec4 unity_SpecCube1_BoxMin;
  2799. uniform     vec4 unity_SpecCube1_ProbePosition;
  2800. uniform     mediump vec4 unity_SpecCube1_HDR;
  2801. uniform     lowp vec4 unity_ColorSpaceGrey;
  2802. uniform     lowp vec4 unity_ColorSpaceDouble;
  2803. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  2804. uniform     mediump vec4 unity_ColorSpaceLuminance;
  2805. uniform     mediump vec4 unity_Lightmap_HDR;
  2806. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  2807. uniform     lowp vec4 _LightColor0;
  2808. uniform     lowp vec4 _SpecColor;
  2809. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  2810. uniform     mediump mat4 _LightMatrix0;
  2811. uniform     lowp float _MetallicIntensity;
  2812. uniform     lowp float _SmoothnessIntensity;
  2813. uniform     lowp float _Cubepower;
  2814. uniform     vec4 _MainTex_ST;
  2815. uniform     vec4 _BumpMap_ST;
  2816. in highp vec4 in_POSITION0;
  2817. in highp vec4 in_TANGENT0;
  2818. in highp vec3 in_NORMAL0;
  2819. in highp vec4 in_TEXCOORD0;
  2820. out highp vec4 vs_TEXCOORD0;
  2821. out lowp vec3 vs_TEXCOORD1;
  2822. out lowp vec3 vs_TEXCOORD2;
  2823. out lowp vec3 vs_TEXCOORD3;
  2824. out highp vec3 vs_TEXCOORD4;
  2825. highp vec4 t0;
  2826. highp vec3 t1;
  2827. lowp vec3 t10_2;
  2828. highp float t3;
  2829. highp float t9;
  2830. void main()
  2831. {
  2832.     t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
  2833.     t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
  2834.     t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
  2835.     gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
  2836.     vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  2837.     vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
  2838.     t0.y = in_NORMAL0.x * _World2Object[0].x;
  2839.     t0.z = in_NORMAL0.x * _World2Object[1].x;
  2840.     t0.x = in_NORMAL0.x * _World2Object[2].x;
  2841.     t1.y = in_NORMAL0.y * _World2Object[0].y;
  2842.     t1.z = in_NORMAL0.y * _World2Object[1].y;
  2843.     t1.x = in_NORMAL0.y * _World2Object[2].y;
  2844.     t0.xyz = t0.xyz + t1.xyz;
  2845.     t1.y = in_NORMAL0.z * _World2Object[0].z;
  2846.     t1.z = in_NORMAL0.z * _World2Object[1].z;
  2847.     t1.x = in_NORMAL0.z * _World2Object[2].z;
  2848.     t0.xyz = t0.xyz + t1.xyz;
  2849.     t9 = dot(t0.xyz, t0.xyz);
  2850.     t9 = inversesqrt(t9);
  2851.     t0.xyz = vec3(t9) * t0.xyz;
  2852.     vs_TEXCOORD1.z = t0.y;
  2853.     t1.xyz = in_TANGENT0.yyy * _Object2World[1].yzx;
  2854.     t1.xyz = _Object2World[0].yzx * in_TANGENT0.xxx + t1.xyz;
  2855.     t1.xyz = _Object2World[2].yzx * in_TANGENT0.zzz + t1.xyz;
  2856.     t9 = dot(t1.xyz, t1.xyz);
  2857.     t9 = inversesqrt(t9);
  2858.     t1.xyz = vec3(t9) * t1.xyz;
  2859.     t10_2.xyz = t0.xyz * t1.xyz;
  2860.     t10_2.xyz = t0.zxy * t1.yzx + (-t10_2.xyz);
  2861.     t3 = in_TANGENT0.w * unity_WorldTransformParams.w;
  2862.     t10_2.xyz = vec3(t3) * t10_2.xyz;
  2863.     vs_TEXCOORD1.y = t10_2.x;
  2864.     vs_TEXCOORD1.x = t1.z;
  2865.     vs_TEXCOORD2.z = t0.z;
  2866.     vs_TEXCOORD3.z = t0.x;
  2867.     vs_TEXCOORD2.x = t1.x;
  2868.     vs_TEXCOORD3.x = t1.y;
  2869.     vs_TEXCOORD2.y = t10_2.y;
  2870.     vs_TEXCOORD3.y = t10_2.z;
  2871.     t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
  2872.     t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
  2873.     t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
  2874.     vs_TEXCOORD4.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
  2875.     return;
  2876. }
  2877.  
  2878. #endif
  2879. #ifdef FRAGMENT
  2880. #version 300 es
  2881. precision highp float;
  2882. precision highp int;
  2883. uniform     vec4 _Time;
  2884. uniform     vec4 _SinTime;
  2885. uniform     vec4 _CosTime;
  2886. uniform     vec4 unity_DeltaTime;
  2887. uniform     vec3 _WorldSpaceCameraPos;
  2888. uniform     vec4 _ProjectionParams;
  2889. uniform     vec4 _ScreenParams;
  2890. uniform     vec4 _ZBufferParams;
  2891. uniform     vec4 unity_OrthoParams;
  2892. uniform     vec4 unity_CameraWorldClipPlanes[6];
  2893. uniform     mat4 unity_CameraProjection;
  2894. uniform     mat4 unity_CameraInvProjection;
  2895. uniform     vec4 _WorldSpaceLightPos0;
  2896. uniform     vec4 _LightPositionRange;
  2897. uniform     vec4 unity_4LightPosX0;
  2898. uniform     vec4 unity_4LightPosY0;
  2899. uniform     vec4 unity_4LightPosZ0;
  2900. uniform     mediump vec4 unity_4LightAtten0;
  2901. uniform     mediump vec4 unity_LightColor[8];
  2902. uniform     vec4 unity_LightPosition[8];
  2903. uniform     mediump vec4 unity_LightAtten[8];
  2904. uniform     vec4 unity_SpotDirection[8];
  2905. uniform     mediump vec4 unity_SHAr;
  2906. uniform     mediump vec4 unity_SHAg;
  2907. uniform     mediump vec4 unity_SHAb;
  2908. uniform     mediump vec4 unity_SHBr;
  2909. uniform     mediump vec4 unity_SHBg;
  2910. uniform     mediump vec4 unity_SHBb;
  2911. uniform     mediump vec4 unity_SHC;
  2912. uniform     mediump vec3 unity_LightColor0;
  2913. uniform     mediump vec3 unity_LightColor1;
  2914. uniform     mediump vec3 unity_LightColor2;
  2915. uniform     mediump vec3 unity_LightColor3;
  2916. uniform     vec4 unity_ShadowSplitSpheres[4];
  2917. uniform     vec4 unity_ShadowSplitSqRadii;
  2918. uniform     vec4 unity_LightShadowBias;
  2919. uniform     vec4 _LightSplitsNear;
  2920. uniform     vec4 _LightSplitsFar;
  2921. uniform     mat4 unity_World2Shadow[4];
  2922. uniform     mediump vec4 _LightShadowData;
  2923. uniform     vec4 unity_ShadowFadeCenterAndType;
  2924. uniform     mat4 glstate_matrix_mvp;
  2925. uniform     mat4 glstate_matrix_modelview0;
  2926. uniform     mat4 glstate_matrix_invtrans_modelview0;
  2927. uniform     mat4 _Object2World;
  2928. uniform     mat4 _World2Object;
  2929. uniform     vec4 unity_LODFade;
  2930. uniform     vec4 unity_WorldTransformParams;
  2931. uniform     mat4 glstate_matrix_transpose_modelview0;
  2932. uniform     mat4 glstate_matrix_projection;
  2933. uniform     lowp vec4 glstate_lightmodel_ambient;
  2934. uniform     mat4 unity_MatrixV;
  2935. uniform     mat4 unity_MatrixVP;
  2936. uniform     lowp vec4 unity_AmbientSky;
  2937. uniform     lowp vec4 unity_AmbientEquator;
  2938. uniform     lowp vec4 unity_AmbientGround;
  2939. uniform     lowp vec4 unity_FogColor;
  2940. uniform     vec4 unity_FogParams;
  2941. uniform     vec4 unity_LightmapST;
  2942. uniform     vec4 unity_DynamicLightmapST;
  2943. uniform     vec4 unity_SpecCube0_BoxMax;
  2944. uniform     vec4 unity_SpecCube0_BoxMin;
  2945. uniform     vec4 unity_SpecCube0_ProbePosition;
  2946. uniform     mediump vec4 unity_SpecCube0_HDR;
  2947. uniform     vec4 unity_SpecCube1_BoxMax;
  2948. uniform     vec4 unity_SpecCube1_BoxMin;
  2949. uniform     vec4 unity_SpecCube1_ProbePosition;
  2950. uniform     mediump vec4 unity_SpecCube1_HDR;
  2951. uniform     lowp vec4 unity_ColorSpaceGrey;
  2952. uniform     lowp vec4 unity_ColorSpaceDouble;
  2953. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  2954. uniform     mediump vec4 unity_ColorSpaceLuminance;
  2955. uniform     mediump vec4 unity_Lightmap_HDR;
  2956. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  2957. uniform     lowp vec4 _LightColor0;
  2958. uniform     lowp vec4 _SpecColor;
  2959. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  2960. uniform     mediump mat4 _LightMatrix0;
  2961. uniform     lowp float _MetallicIntensity;
  2962. uniform     lowp float _SmoothnessIntensity;
  2963. uniform     lowp float _Cubepower;
  2964. uniform     vec4 _MainTex_ST;
  2965. uniform     vec4 _BumpMap_ST;
  2966. uniform lowp sampler2D _MainTex;
  2967. uniform lowp sampler2D _BumpMap;
  2968. uniform lowp sampler2D _SpecTex;
  2969. uniform lowp sampler2D _LightTexture0;
  2970. uniform lowp sampler2D _LightTextureB0;
  2971. in highp vec4 vs_TEXCOORD0;
  2972. in lowp vec3 vs_TEXCOORD1;
  2973. in lowp vec3 vs_TEXCOORD2;
  2974. in lowp vec3 vs_TEXCOORD3;
  2975. in highp vec3 vs_TEXCOORD4;
  2976. layout(location = 0) out lowp vec4 SV_Target0;
  2977. mediump vec4 t16_0;
  2978. mediump vec3 t16_1;
  2979. highp vec3 t2;
  2980. mediump float t16_2;
  2981. lowp vec4 t10_2;
  2982. lowp vec3 t10_3;
  2983. highp vec3 t4;
  2984. lowp vec3 t10_5;
  2985. mediump float t16_7;
  2986. mediump float t16_8;
  2987. bool tb8;
  2988. mediump float t16_13;
  2989. mediump float t16_14;
  2990. lowp vec2 t10_14;
  2991. mediump float t16_18;
  2992. mediump float t16_19;
  2993. highp float t20;
  2994. highp float t22;
  2995. void main()
  2996. {
  2997.     t16_0 = vs_TEXCOORD4.yyyy * _LightMatrix0[1];
  2998.     t16_0 = _LightMatrix0[0] * vs_TEXCOORD4.xxxx + t16_0;
  2999.     t16_0 = _LightMatrix0[2] * vs_TEXCOORD4.zzzz + t16_0;
  3000.     t16_0 = t16_0 + _LightMatrix0[3];
  3001.     t16_1.xy = t16_0.xy / t16_0.ww;
  3002.     t16_1.xy = t16_1.xy + vec2(0.5, 0.5);
  3003.     t10_2.x = texture(_LightTexture0, t16_1.xy).w;
  3004.     tb8 = 0.0<t16_0.z;
  3005.     t16_14 = dot(t16_0.xyz, t16_0.xyz);
  3006.     t10_14.x = texture(_LightTextureB0, vec2(t16_14)).w;
  3007.     t10_3.x = (tb8) ? 1.0 : 0.0;
  3008.     t10_3.x = t10_2.x * t10_3.x;
  3009.     t10_3.x = t10_14.x * t10_3.x;
  3010.     t16_0.xyz = t10_3.xxx * _LightColor0.xyz;
  3011.     t2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyzx.xyz;
  3012.     t20 = dot(t2.xyz, t2.xyz);
  3013.     t20 = inversesqrt(t20);
  3014.     t4.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
  3015.     t22 = dot(t4.xyz, t4.xyz);
  3016.     t22 = inversesqrt(t22);
  3017.     t4.xyz = vec3(t22) * t4.xyz;
  3018.     t16_1.xyz = t2.xyz * vec3(t20) + t4.xyz;
  3019.     t16_18 = dot(t16_1.xyz, t16_1.xyz);
  3020.     t16_2 = max(t16_18, 0.00100000005);
  3021.     t16_18 = inversesqrt(t16_2);
  3022.     t16_1.xyz = vec3(t16_18) * t16_1.xyz;
  3023.     t10_2.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz;
  3024.     t10_3.xyz = t10_2.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
  3025.     t10_5.x = dot(vs_TEXCOORD1.xyz, t10_3.xyz);
  3026.     t10_5.y = dot(vs_TEXCOORD2.xyz, t10_3.xyz);
  3027.     t10_5.z = dot(vs_TEXCOORD3.xyz, t10_3.xyz);
  3028.     t10_3.x = dot(t10_5.xyz, t10_5.xyz);
  3029.     t10_3.x = inversesqrt(t10_3.x);
  3030.     t10_3.xyz = t10_3.xxx * t10_5.xyz;
  3031.     t16_18 = dot(t10_5.xyz, t4.xyz);
  3032.     t16_19 = dot(t4.xyz, t16_1.xyz);
  3033.     t16_1.x = dot(t10_3.xyz, t16_1.xyz);
  3034.     t16_2 = max(t16_1.x, 0.0);
  3035.     t16_1.x = log2(t16_2);
  3036.     t16_2 = max(t16_19, 0.0);
  3037.     t16_8 = max(t16_18, 0.0);
  3038.     t10_14.xy = texture(_SpecTex, vs_TEXCOORD0.xy).xy;
  3039.     t16_18 = (-t10_14.x) * _SmoothnessIntensity + 1.0;
  3040.     t10_3.xy = t10_14.xy * vec2(_SmoothnessIntensity, _MetallicIntensity);
  3041.     t16_7 = (-t16_18) + 1.0;
  3042.     t16_18 = t16_18 * t16_18;
  3043.     t16_7 = t16_7 * 0.967999995 + 0.0299999993;
  3044.     t16_7 = log2(t16_7);
  3045.     t16_7 = 10.0 / t16_7;
  3046.     t16_7 = max(t16_7, -255.936996);
  3047.     t16_13 = t16_7 * t16_7;
  3048.     t16_7 = t16_7 * t16_7 + 1.0;
  3049.     t16_1.x = t16_1.x * t16_13;
  3050.     t16_1.x = exp2(t16_1.x);
  3051.     t16_1.x = t16_1.x * t16_7;
  3052.     t16_7 = t16_2 * t16_2;
  3053.     t16_18 = t16_7 * t10_3.x + t16_18;
  3054.     t16_18 = t16_18 * unity_LightGammaCorrectionConsts.z;
  3055.     t16_2 = t16_18 * t16_2 + 9.99999975e-05;
  3056.     t16_2 = t16_1.x / t16_2;
  3057.     t16_18 = max(t16_2, 0.0);
  3058.     t16_18 = min(t16_18, 100.0);
  3059.     t10_2.xzw = texture(_MainTex, vs_TEXCOORD0.xy).xyz;
  3060.     t16_1.xyz = t10_2.xzw + (-unity_ColorSpaceDielectricSpec.xyz);
  3061.     t16_1.xyz = t10_3.yyy * t16_1.xyz + unity_ColorSpaceDielectricSpec.xyz;
  3062.     t16_19 = (-t10_3.y) * unity_ColorSpaceDielectricSpec.w + unity_ColorSpaceDielectricSpec.w;
  3063.     t16_1.xyz = vec3(t16_18) * t16_1.xyz;
  3064.     t16_1.xyz = t10_2.xzw * vec3(t16_19) + t16_1.xyz;
  3065.     t16_0.xyz = t16_0.xyz * t16_1.xyz;
  3066.     t16_0.xyz = vec3(t16_8) * t16_0.xyz;
  3067.     SV_Target0.xyz = t16_0.xyz;
  3068.     SV_Target0.w = 1.0;
  3069.     return;
  3070. }
  3071.  
  3072. #endif
  3073. "
  3074. }
  3075. SubProgram "gles " {
  3076. Keywords { "POINT_COOKIE" }
  3077. "!!GLES
  3078. #version 100
  3079.  
  3080. #ifdef VERTEX
  3081. attribute vec4 _glesTANGENT;
  3082. attribute vec4 _glesVertex;
  3083. attribute vec3 _glesNormal;
  3084. attribute vec4 _glesMultiTexCoord0;
  3085. uniform highp mat4 glstate_matrix_mvp;
  3086. uniform highp mat4 _Object2World;
  3087. uniform highp mat4 _World2Object;
  3088. uniform highp vec4 unity_WorldTransformParams;
  3089. uniform highp vec4 _MainTex_ST;
  3090. uniform highp vec4 _BumpMap_ST;
  3091. varying highp vec4 xlv_TEXCOORD0;
  3092. varying lowp vec3 xlv_TEXCOORD1;
  3093. varying lowp vec3 xlv_TEXCOORD2;
  3094. varying lowp vec3 xlv_TEXCOORD3;
  3095. varying highp vec3 xlv_TEXCOORD4;
  3096. void main ()
  3097. {
  3098.   lowp float tangentSign_1;
  3099.   lowp vec3 worldTangent_2;
  3100.   lowp vec3 worldNormal_3;
  3101.   highp vec4 tmpvar_4;
  3102.   tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  3103.   tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  3104.   highp vec4 v_5;
  3105.   v_5.x = _World2Object[0].x;
  3106.   v_5.y = _World2Object[1].x;
  3107.   v_5.z = _World2Object[2].x;
  3108.   v_5.w = _World2Object[3].x;
  3109.   highp vec4 v_6;
  3110.   v_6.x = _World2Object[0].y;
  3111.   v_6.y = _World2Object[1].y;
  3112.   v_6.z = _World2Object[2].y;
  3113.   v_6.w = _World2Object[3].y;
  3114.   highp vec4 v_7;
  3115.   v_7.x = _World2Object[0].z;
  3116.   v_7.y = _World2Object[1].z;
  3117.   v_7.z = _World2Object[2].z;
  3118.   v_7.w = _World2Object[3].z;
  3119.   highp vec3 tmpvar_8;
  3120.   tmpvar_8 = normalize(((
  3121.     (v_5.xyz * _glesNormal.x)
  3122.    + 
  3123.     (v_6.xyz * _glesNormal.y)
  3124.   ) + (v_7.xyz * _glesNormal.z)));
  3125.   worldNormal_3 = tmpvar_8;
  3126.   highp mat3 tmpvar_9;
  3127.   tmpvar_9[0] = _Object2World[0].xyz;
  3128.   tmpvar_9[1] = _Object2World[1].xyz;
  3129.   tmpvar_9[2] = _Object2World[2].xyz;
  3130.   highp vec3 tmpvar_10;
  3131.   tmpvar_10 = normalize((tmpvar_9 * _glesTANGENT.xyz));
  3132.   worldTangent_2 = tmpvar_10;
  3133.   highp float tmpvar_11;
  3134.   tmpvar_11 = (_glesTANGENT.w * unity_WorldTransformParams.w);
  3135.   tangentSign_1 = tmpvar_11;
  3136.   lowp vec3 tmpvar_12;
  3137.   tmpvar_12 = (((worldNormal_3.yzx * worldTangent_2.zxy) - (worldNormal_3.zxy * worldTangent_2.yzx)) * tangentSign_1);
  3138.   lowp vec3 tmpvar_13;
  3139.   tmpvar_13.x = worldTangent_2.x;
  3140.   tmpvar_13.y = tmpvar_12.x;
  3141.   tmpvar_13.z = worldNormal_3.x;
  3142.   lowp vec3 tmpvar_14;
  3143.   tmpvar_14.x = worldTangent_2.y;
  3144.   tmpvar_14.y = tmpvar_12.y;
  3145.   tmpvar_14.z = worldNormal_3.y;
  3146.   lowp vec3 tmpvar_15;
  3147.   tmpvar_15.x = worldTangent_2.z;
  3148.   tmpvar_15.y = tmpvar_12.z;
  3149.   tmpvar_15.z = worldNormal_3.z;
  3150.   gl_Position = (glstate_matrix_mvp * _glesVertex);
  3151.   xlv_TEXCOORD0 = tmpvar_4;
  3152.   xlv_TEXCOORD1 = tmpvar_13;
  3153.   xlv_TEXCOORD2 = tmpvar_14;
  3154.   xlv_TEXCOORD3 = tmpvar_15;
  3155.   xlv_TEXCOORD4 = (_Object2World * _glesVertex).xyz;
  3156. }
  3157.  
  3158.  
  3159. #endif
  3160. #ifdef FRAGMENT
  3161. uniform highp vec3 _WorldSpaceCameraPos;
  3162. uniform highp vec4 _WorldSpaceLightPos0;
  3163. uniform mediump vec4 unity_ColorSpaceDielectricSpec;
  3164. uniform lowp vec4 _LightColor0;
  3165. uniform mediump vec4 unity_LightGammaCorrectionConsts;
  3166. uniform lowp samplerCube _LightTexture0;
  3167. uniform mediump mat4 _LightMatrix0;
  3168. uniform sampler2D _LightTextureB0;
  3169. uniform sampler2D _MainTex;
  3170. uniform sampler2D _BumpMap;
  3171. uniform sampler2D _SpecTex;
  3172. uniform lowp float _MetallicIntensity;
  3173. uniform lowp float _SmoothnessIntensity;
  3174. varying highp vec4 xlv_TEXCOORD0;
  3175. varying lowp vec3 xlv_TEXCOORD1;
  3176. varying lowp vec3 xlv_TEXCOORD2;
  3177. varying lowp vec3 xlv_TEXCOORD3;
  3178. varying highp vec3 xlv_TEXCOORD4;
  3179. void main ()
  3180. {
  3181.   mediump vec3 tmpvar_1;
  3182.   mediump vec3 tmpvar_2;
  3183.   lowp vec3 worldN_3;
  3184.   lowp vec4 c_4;
  3185.   lowp vec3 worldViewDir_5;
  3186.   lowp vec3 lightDir_6;
  3187.   highp vec3 tmpvar_7;
  3188.   tmpvar_7 = normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD4));
  3189.   lightDir_6 = tmpvar_7;
  3190.   highp vec3 tmpvar_8;
  3191.   tmpvar_8 = normalize((_WorldSpaceCameraPos - xlv_TEXCOORD4));
  3192.   worldViewDir_5 = tmpvar_8;
  3193.   lowp vec3 tmpvar_9;
  3194.   mediump float tmpvar_10;
  3195.   mediump float tmpvar_11;
  3196.   lowp vec3 tmpvar_12;
  3197.   tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  3198.   lowp vec4 tmpvar_13;
  3199.   tmpvar_13 = texture2D (_SpecTex, xlv_TEXCOORD0.xy);
  3200.   tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz;
  3201.   tmpvar_11 = (tmpvar_13.x * _SmoothnessIntensity);
  3202.   tmpvar_10 = (tmpvar_13.y * _MetallicIntensity);
  3203.   highp vec4 tmpvar_14;
  3204.   tmpvar_14.w = 1.0;
  3205.   tmpvar_14.xyz = xlv_TEXCOORD4;
  3206.   highp vec3 tmpvar_15;
  3207.   tmpvar_15 = (_LightMatrix0 * tmpvar_14).xyz;
  3208.   highp float tmpvar_16;
  3209.   tmpvar_16 = dot (tmpvar_15, tmpvar_15);
  3210.   lowp float tmpvar_17;
  3211.   tmpvar_17 = (texture2D (_LightTextureB0, vec2(tmpvar_16)).w * textureCube (_LightTexture0, tmpvar_15).w);
  3212.   worldN_3.x = dot (xlv_TEXCOORD1, tmpvar_12);
  3213.   worldN_3.y = dot (xlv_TEXCOORD2, tmpvar_12);
  3214.   worldN_3.z = dot (xlv_TEXCOORD3, tmpvar_12);
  3215.   tmpvar_1 = _LightColor0.xyz;
  3216.   tmpvar_2 = lightDir_6;
  3217.   mediump vec3 normal_18;
  3218.   normal_18 = worldN_3;
  3219.   tmpvar_1 = (tmpvar_1 * tmpvar_17);
  3220.   lowp vec3 tmpvar_19;
  3221.   mediump vec3 viewDir_20;
  3222.   viewDir_20 = worldViewDir_5;
  3223.   mediump vec4 c_21;
  3224.   lowp vec3 tmpvar_22;
  3225.   tmpvar_22 = normalize(worldN_3);
  3226.   mediump vec3 tmpvar_23;
  3227.   mediump vec3 albedo_24;
  3228.   albedo_24 = tmpvar_9;
  3229.   tmpvar_23 = (albedo_24 * (unity_ColorSpaceDielectricSpec.w - (tmpvar_10 * unity_ColorSpaceDielectricSpec.w)));
  3230.   tmpvar_19 = tmpvar_23;
  3231.   mediump vec3 diffColor_25;
  3232.   diffColor_25 = tmpvar_19;
  3233.   tmpvar_19 = diffColor_25;
  3234.   mediump vec3 diffColor_26;
  3235.   diffColor_26 = tmpvar_19;
  3236.   mediump vec3 normal_27;
  3237.   normal_27 = tmpvar_22;
  3238.   mediump vec3 tmpvar_28;
  3239.   mediump vec3 inVec_29;
  3240.   inVec_29 = (tmpvar_2 + viewDir_20);
  3241.   tmpvar_28 = (inVec_29 * inversesqrt(max (0.001, 
  3242.     dot (inVec_29, inVec_29)
  3243.   )));
  3244.   mediump float tmpvar_30;
  3245.   tmpvar_30 = max (0.0, dot (tmpvar_2, tmpvar_28));
  3246.   mediump float tmpvar_31;
  3247.   tmpvar_31 = (1.0 - tmpvar_11);
  3248.   mediump float tmpvar_32;
  3249.   mediump float tmpvar_33;
  3250.   tmpvar_33 = max ((10.0 / log2(
  3251.     (((1.0 - tmpvar_31) * 0.968) + 0.03)
  3252.   )), -255.937);
  3253.   tmpvar_32 = (tmpvar_33 * tmpvar_33);
  3254.   c_21.xyz = (((diffColor_26 + 
  3255.     (clamp (((
  3256.       (tmpvar_32 + 1.0)
  3257.      * 
  3258.       pow (max (0.0, dot (normal_27, tmpvar_28)), tmpvar_32)
  3259.     ) / (
  3260.       ((unity_LightGammaCorrectionConsts.z * ((
  3261.         (tmpvar_30 * tmpvar_30)
  3262.        * tmpvar_11) + (tmpvar_31 * tmpvar_31))) * tmpvar_30)
  3263.      + 0.0001)), 0.0, 100.0) * mix (unity_ColorSpaceDielectricSpec.xyz, albedo_24, vec3(tmpvar_10)))
  3264.   ) * tmpvar_1) * max (0.0, dot (normal_18, tmpvar_2)));
  3265.   c_21.w = 0.0;
  3266.   c_4.xyz = c_21.xyz;
  3267.   c_4.w = 1.0;
  3268.   gl_FragData[0] = c_4;
  3269. }
  3270.  
  3271.  
  3272. #endif
  3273. "
  3274. }
  3275. SubProgram "gles3 " {
  3276. Keywords { "POINT_COOKIE" }
  3277. "!!GLES3
  3278. #ifdef VERTEX
  3279. #version 300 es
  3280. precision highp float;
  3281. precision highp int;
  3282. uniform     vec4 _Time;
  3283. uniform     vec4 _SinTime;
  3284. uniform     vec4 _CosTime;
  3285. uniform     vec4 unity_DeltaTime;
  3286. uniform     vec3 _WorldSpaceCameraPos;
  3287. uniform     vec4 _ProjectionParams;
  3288. uniform     vec4 _ScreenParams;
  3289. uniform     vec4 _ZBufferParams;
  3290. uniform     vec4 unity_OrthoParams;
  3291. uniform     vec4 unity_CameraWorldClipPlanes[6];
  3292. uniform     mat4 unity_CameraProjection;
  3293. uniform     mat4 unity_CameraInvProjection;
  3294. uniform     vec4 _WorldSpaceLightPos0;
  3295. uniform     vec4 _LightPositionRange;
  3296. uniform     vec4 unity_4LightPosX0;
  3297. uniform     vec4 unity_4LightPosY0;
  3298. uniform     vec4 unity_4LightPosZ0;
  3299. uniform     mediump vec4 unity_4LightAtten0;
  3300. uniform     mediump vec4 unity_LightColor[8];
  3301. uniform     vec4 unity_LightPosition[8];
  3302. uniform     mediump vec4 unity_LightAtten[8];
  3303. uniform     vec4 unity_SpotDirection[8];
  3304. uniform     mediump vec4 unity_SHAr;
  3305. uniform     mediump vec4 unity_SHAg;
  3306. uniform     mediump vec4 unity_SHAb;
  3307. uniform     mediump vec4 unity_SHBr;
  3308. uniform     mediump vec4 unity_SHBg;
  3309. uniform     mediump vec4 unity_SHBb;
  3310. uniform     mediump vec4 unity_SHC;
  3311. uniform     mediump vec3 unity_LightColor0;
  3312. uniform     mediump vec3 unity_LightColor1;
  3313. uniform     mediump vec3 unity_LightColor2;
  3314. uniform     mediump vec3 unity_LightColor3;
  3315. uniform     vec4 unity_ShadowSplitSpheres[4];
  3316. uniform     vec4 unity_ShadowSplitSqRadii;
  3317. uniform     vec4 unity_LightShadowBias;
  3318. uniform     vec4 _LightSplitsNear;
  3319. uniform     vec4 _LightSplitsFar;
  3320. uniform     mat4 unity_World2Shadow[4];
  3321. uniform     mediump vec4 _LightShadowData;
  3322. uniform     vec4 unity_ShadowFadeCenterAndType;
  3323. uniform     mat4 glstate_matrix_mvp;
  3324. uniform     mat4 glstate_matrix_modelview0;
  3325. uniform     mat4 glstate_matrix_invtrans_modelview0;
  3326. uniform     mat4 _Object2World;
  3327. uniform     mat4 _World2Object;
  3328. uniform     vec4 unity_LODFade;
  3329. uniform     vec4 unity_WorldTransformParams;
  3330. uniform     mat4 glstate_matrix_transpose_modelview0;
  3331. uniform     mat4 glstate_matrix_projection;
  3332. uniform     lowp vec4 glstate_lightmodel_ambient;
  3333. uniform     mat4 unity_MatrixV;
  3334. uniform     mat4 unity_MatrixVP;
  3335. uniform     lowp vec4 unity_AmbientSky;
  3336. uniform     lowp vec4 unity_AmbientEquator;
  3337. uniform     lowp vec4 unity_AmbientGround;
  3338. uniform     lowp vec4 unity_FogColor;
  3339. uniform     vec4 unity_FogParams;
  3340. uniform     vec4 unity_LightmapST;
  3341. uniform     vec4 unity_DynamicLightmapST;
  3342. uniform     vec4 unity_SpecCube0_BoxMax;
  3343. uniform     vec4 unity_SpecCube0_BoxMin;
  3344. uniform     vec4 unity_SpecCube0_ProbePosition;
  3345. uniform     mediump vec4 unity_SpecCube0_HDR;
  3346. uniform     vec4 unity_SpecCube1_BoxMax;
  3347. uniform     vec4 unity_SpecCube1_BoxMin;
  3348. uniform     vec4 unity_SpecCube1_ProbePosition;
  3349. uniform     mediump vec4 unity_SpecCube1_HDR;
  3350. uniform     lowp vec4 unity_ColorSpaceGrey;
  3351. uniform     lowp vec4 unity_ColorSpaceDouble;
  3352. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  3353. uniform     mediump vec4 unity_ColorSpaceLuminance;
  3354. uniform     mediump vec4 unity_Lightmap_HDR;
  3355. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  3356. uniform     lowp vec4 _LightColor0;
  3357. uniform     lowp vec4 _SpecColor;
  3358. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  3359. uniform     mediump mat4 _LightMatrix0;
  3360. uniform     lowp float _MetallicIntensity;
  3361. uniform     lowp float _SmoothnessIntensity;
  3362. uniform     lowp float _Cubepower;
  3363. uniform     vec4 _MainTex_ST;
  3364. uniform     vec4 _BumpMap_ST;
  3365. in highp vec4 in_POSITION0;
  3366. in highp vec4 in_TANGENT0;
  3367. in highp vec3 in_NORMAL0;
  3368. in highp vec4 in_TEXCOORD0;
  3369. out highp vec4 vs_TEXCOORD0;
  3370. out lowp vec3 vs_TEXCOORD1;
  3371. out lowp vec3 vs_TEXCOORD2;
  3372. out lowp vec3 vs_TEXCOORD3;
  3373. out highp vec3 vs_TEXCOORD4;
  3374. highp vec4 t0;
  3375. highp vec3 t1;
  3376. lowp vec3 t10_2;
  3377. highp float t3;
  3378. highp float t9;
  3379. void main()
  3380. {
  3381.     t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
  3382.     t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
  3383.     t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
  3384.     gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
  3385.     vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  3386.     vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
  3387.     t0.y = in_NORMAL0.x * _World2Object[0].x;
  3388.     t0.z = in_NORMAL0.x * _World2Object[1].x;
  3389.     t0.x = in_NORMAL0.x * _World2Object[2].x;
  3390.     t1.y = in_NORMAL0.y * _World2Object[0].y;
  3391.     t1.z = in_NORMAL0.y * _World2Object[1].y;
  3392.     t1.x = in_NORMAL0.y * _World2Object[2].y;
  3393.     t0.xyz = t0.xyz + t1.xyz;
  3394.     t1.y = in_NORMAL0.z * _World2Object[0].z;
  3395.     t1.z = in_NORMAL0.z * _World2Object[1].z;
  3396.     t1.x = in_NORMAL0.z * _World2Object[2].z;
  3397.     t0.xyz = t0.xyz + t1.xyz;
  3398.     t9 = dot(t0.xyz, t0.xyz);
  3399.     t9 = inversesqrt(t9);
  3400.     t0.xyz = vec3(t9) * t0.xyz;
  3401.     vs_TEXCOORD1.z = t0.y;
  3402.     t1.xyz = in_TANGENT0.yyy * _Object2World[1].yzx;
  3403.     t1.xyz = _Object2World[0].yzx * in_TANGENT0.xxx + t1.xyz;
  3404.     t1.xyz = _Object2World[2].yzx * in_TANGENT0.zzz + t1.xyz;
  3405.     t9 = dot(t1.xyz, t1.xyz);
  3406.     t9 = inversesqrt(t9);
  3407.     t1.xyz = vec3(t9) * t1.xyz;
  3408.     t10_2.xyz = t0.xyz * t1.xyz;
  3409.     t10_2.xyz = t0.zxy * t1.yzx + (-t10_2.xyz);
  3410.     t3 = in_TANGENT0.w * unity_WorldTransformParams.w;
  3411.     t10_2.xyz = vec3(t3) * t10_2.xyz;
  3412.     vs_TEXCOORD1.y = t10_2.x;
  3413.     vs_TEXCOORD1.x = t1.z;
  3414.     vs_TEXCOORD2.z = t0.z;
  3415.     vs_TEXCOORD3.z = t0.x;
  3416.     vs_TEXCOORD2.x = t1.x;
  3417.     vs_TEXCOORD3.x = t1.y;
  3418.     vs_TEXCOORD2.y = t10_2.y;
  3419.     vs_TEXCOORD3.y = t10_2.z;
  3420.     t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
  3421.     t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
  3422.     t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
  3423.     vs_TEXCOORD4.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
  3424.     return;
  3425. }
  3426.  
  3427. #endif
  3428. #ifdef FRAGMENT
  3429. #version 300 es
  3430. precision highp float;
  3431. precision highp int;
  3432. uniform     vec4 _Time;
  3433. uniform     vec4 _SinTime;
  3434. uniform     vec4 _CosTime;
  3435. uniform     vec4 unity_DeltaTime;
  3436. uniform     vec3 _WorldSpaceCameraPos;
  3437. uniform     vec4 _ProjectionParams;
  3438. uniform     vec4 _ScreenParams;
  3439. uniform     vec4 _ZBufferParams;
  3440. uniform     vec4 unity_OrthoParams;
  3441. uniform     vec4 unity_CameraWorldClipPlanes[6];
  3442. uniform     mat4 unity_CameraProjection;
  3443. uniform     mat4 unity_CameraInvProjection;
  3444. uniform     vec4 _WorldSpaceLightPos0;
  3445. uniform     vec4 _LightPositionRange;
  3446. uniform     vec4 unity_4LightPosX0;
  3447. uniform     vec4 unity_4LightPosY0;
  3448. uniform     vec4 unity_4LightPosZ0;
  3449. uniform     mediump vec4 unity_4LightAtten0;
  3450. uniform     mediump vec4 unity_LightColor[8];
  3451. uniform     vec4 unity_LightPosition[8];
  3452. uniform     mediump vec4 unity_LightAtten[8];
  3453. uniform     vec4 unity_SpotDirection[8];
  3454. uniform     mediump vec4 unity_SHAr;
  3455. uniform     mediump vec4 unity_SHAg;
  3456. uniform     mediump vec4 unity_SHAb;
  3457. uniform     mediump vec4 unity_SHBr;
  3458. uniform     mediump vec4 unity_SHBg;
  3459. uniform     mediump vec4 unity_SHBb;
  3460. uniform     mediump vec4 unity_SHC;
  3461. uniform     mediump vec3 unity_LightColor0;
  3462. uniform     mediump vec3 unity_LightColor1;
  3463. uniform     mediump vec3 unity_LightColor2;
  3464. uniform     mediump vec3 unity_LightColor3;
  3465. uniform     vec4 unity_ShadowSplitSpheres[4];
  3466. uniform     vec4 unity_ShadowSplitSqRadii;
  3467. uniform     vec4 unity_LightShadowBias;
  3468. uniform     vec4 _LightSplitsNear;
  3469. uniform     vec4 _LightSplitsFar;
  3470. uniform     mat4 unity_World2Shadow[4];
  3471. uniform     mediump vec4 _LightShadowData;
  3472. uniform     vec4 unity_ShadowFadeCenterAndType;
  3473. uniform     mat4 glstate_matrix_mvp;
  3474. uniform     mat4 glstate_matrix_modelview0;
  3475. uniform     mat4 glstate_matrix_invtrans_modelview0;
  3476. uniform     mat4 _Object2World;
  3477. uniform     mat4 _World2Object;
  3478. uniform     vec4 unity_LODFade;
  3479. uniform     vec4 unity_WorldTransformParams;
  3480. uniform     mat4 glstate_matrix_transpose_modelview0;
  3481. uniform     mat4 glstate_matrix_projection;
  3482. uniform     lowp vec4 glstate_lightmodel_ambient;
  3483. uniform     mat4 unity_MatrixV;
  3484. uniform     mat4 unity_MatrixVP;
  3485. uniform     lowp vec4 unity_AmbientSky;
  3486. uniform     lowp vec4 unity_AmbientEquator;
  3487. uniform     lowp vec4 unity_AmbientGround;
  3488. uniform     lowp vec4 unity_FogColor;
  3489. uniform     vec4 unity_FogParams;
  3490. uniform     vec4 unity_LightmapST;
  3491. uniform     vec4 unity_DynamicLightmapST;
  3492. uniform     vec4 unity_SpecCube0_BoxMax;
  3493. uniform     vec4 unity_SpecCube0_BoxMin;
  3494. uniform     vec4 unity_SpecCube0_ProbePosition;
  3495. uniform     mediump vec4 unity_SpecCube0_HDR;
  3496. uniform     vec4 unity_SpecCube1_BoxMax;
  3497. uniform     vec4 unity_SpecCube1_BoxMin;
  3498. uniform     vec4 unity_SpecCube1_ProbePosition;
  3499. uniform     mediump vec4 unity_SpecCube1_HDR;
  3500. uniform     lowp vec4 unity_ColorSpaceGrey;
  3501. uniform     lowp vec4 unity_ColorSpaceDouble;
  3502. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  3503. uniform     mediump vec4 unity_ColorSpaceLuminance;
  3504. uniform     mediump vec4 unity_Lightmap_HDR;
  3505. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  3506. uniform     lowp vec4 _LightColor0;
  3507. uniform     lowp vec4 _SpecColor;
  3508. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  3509. uniform     mediump mat4 _LightMatrix0;
  3510. uniform     lowp float _MetallicIntensity;
  3511. uniform     lowp float _SmoothnessIntensity;
  3512. uniform     lowp float _Cubepower;
  3513. uniform     vec4 _MainTex_ST;
  3514. uniform     vec4 _BumpMap_ST;
  3515. uniform lowp sampler2D _MainTex;
  3516. uniform lowp sampler2D _BumpMap;
  3517. uniform lowp sampler2D _SpecTex;
  3518. uniform lowp sampler2D _LightTextureB0;
  3519. uniform lowp samplerCube _LightTexture0;
  3520. in highp vec4 vs_TEXCOORD0;
  3521. in lowp vec3 vs_TEXCOORD1;
  3522. in lowp vec3 vs_TEXCOORD2;
  3523. in lowp vec3 vs_TEXCOORD3;
  3524. in highp vec3 vs_TEXCOORD4;
  3525. layout(location = 0) out lowp vec4 SV_Target0;
  3526. highp vec3 t0;
  3527. mediump vec2 t16_0;
  3528. lowp vec4 t10_0;
  3529. highp vec3 t1;
  3530. mediump vec4 t16_2;
  3531. lowp vec3 t10_3;
  3532. lowp vec3 t10_4;
  3533. mediump vec3 t16_5;
  3534. mediump vec3 t16_8;
  3535. lowp vec2 t10_12;
  3536. mediump float t16_14;
  3537. highp float t18;
  3538. highp float t19;
  3539. mediump float t16_20;
  3540. void main()
  3541. {
  3542.     t0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyzx.xyz;
  3543.     t18 = dot(t0.xyz, t0.xyz);
  3544.     t18 = inversesqrt(t18);
  3545.     t1.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
  3546.     t19 = dot(t1.xyz, t1.xyz);
  3547.     t19 = inversesqrt(t19);
  3548.     t1.xyz = vec3(t19) * t1.xyz;
  3549.     t16_2.xyz = t0.xyz * vec3(t18) + t1.xyz;
  3550.     t16_20 = dot(t16_2.xyz, t16_2.xyz);
  3551.     t16_0.x = max(t16_20, 0.00100000005);
  3552.     t16_20 = inversesqrt(t16_0.x);
  3553.     t16_2.xyz = vec3(t16_20) * t16_2.xyz;
  3554.     t10_0.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz;
  3555.     t10_3.xyz = t10_0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
  3556.     t10_4.x = dot(vs_TEXCOORD1.xyz, t10_3.xyz);
  3557.     t10_4.y = dot(vs_TEXCOORD2.xyz, t10_3.xyz);
  3558.     t10_4.z = dot(vs_TEXCOORD3.xyz, t10_3.xyz);
  3559.     t10_3.x = dot(t10_4.xyz, t10_4.xyz);
  3560.     t10_3.x = inversesqrt(t10_3.x);
  3561.     t10_3.xyz = t10_3.xxx * t10_4.xyz;
  3562.     t16_2.w = dot(t10_4.xyz, t1.xyz);
  3563.     t16_5.x = dot(t1.xyz, t16_2.xyz);
  3564.     t16_2.x = dot(t10_3.xyz, t16_2.xyz);
  3565.     t16_0.xy = max(t16_2.xw, vec2(0.0, 0.0));
  3566.     t16_2.x = log2(t16_0.x);
  3567.     t16_0.x = max(t16_5.x, 0.0);
  3568.     t10_12.xy = texture(_SpecTex, vs_TEXCOORD0.xy).xy;
  3569.     t16_8.x = (-t10_12.x) * _SmoothnessIntensity + 1.0;
  3570.     t10_3.xy = t10_12.xy * vec2(_SmoothnessIntensity, _MetallicIntensity);
  3571.     t16_14 = (-t16_8.x) + 1.0;
  3572.     t16_14 = t16_14 * 0.967999995 + 0.0299999993;
  3573.     t16_14 = log2(t16_14);
  3574.     t16_14 = 10.0 / t16_14;
  3575.     t16_8.y = max(t16_14, -255.936996);
  3576.     t16_8.xz = t16_8.xy * t16_8.xy;
  3577.     t16_14 = t16_8.y * t16_8.y + 1.0;
  3578.     t16_2.x = t16_2.x * t16_8.z;
  3579.     t16_2.x = exp2(t16_2.x);
  3580.     t16_2.x = t16_2.x * t16_14;
  3581.     t16_14 = t16_0.x * t16_0.x;
  3582.     t16_8.x = t16_14 * t10_3.x + t16_8.x;
  3583.     t16_8.x = t16_8.x * unity_LightGammaCorrectionConsts.z;
  3584.     t16_0.x = t16_8.x * t16_0.x + 9.99999975e-05;
  3585.     t16_0.x = t16_2.x / t16_0.x;
  3586.     t16_2.x = max(t16_0.x, 0.0);
  3587.     t16_2.x = min(t16_2.x, 100.0);
  3588.     t10_0.xzw = texture(_MainTex, vs_TEXCOORD0.xy).xyz;
  3589.     t16_8.xyz = t10_0.xzw + (-unity_ColorSpaceDielectricSpec.xyz);
  3590.     t16_8.xyz = t10_3.yyy * t16_8.xyz + unity_ColorSpaceDielectricSpec.xyz;
  3591.     t16_5.x = (-t10_3.y) * unity_ColorSpaceDielectricSpec.w + unity_ColorSpaceDielectricSpec.w;
  3592.     t16_2.xyz = t16_8.xyz * t16_2.xxx;
  3593.     t16_2.xyz = t10_0.xzw * t16_5.xxx + t16_2.xyz;
  3594.     t16_5.xyz = vs_TEXCOORD4.yyy * _LightMatrix0[1].xyz;
  3595.     t16_5.xyz = _LightMatrix0[0].xyz * vs_TEXCOORD4.xxx + t16_5.xyz;
  3596.     t16_5.xyz = _LightMatrix0[2].xyz * vs_TEXCOORD4.zzz + t16_5.xyz;
  3597.     t16_5.xyz = t16_5.xyz + _LightMatrix0[3].xyz;
  3598.     t16_0.x = dot(t16_5.xyz, t16_5.xyz);
  3599.     t10_12.x = texture(_LightTexture0, t16_5.xyz).w;
  3600.     t10_0.x = texture(_LightTextureB0, t16_0.xx).w;
  3601.     t16_0.x = t10_12.x * t10_0.x;
  3602.     t16_5.xyz = t16_0.xxx * _LightColor0.xyz;
  3603.     t16_2.xyz = t16_2.xyz * t16_5.xyz;
  3604.     t16_2.xyz = t16_0.yyy * t16_2.xyz;
  3605.     SV_Target0.xyz = t16_2.xyz;
  3606.     SV_Target0.w = 1.0;
  3607.     return;
  3608. }
  3609.  
  3610. #endif
  3611. "
  3612. }
  3613. SubProgram "gles " {
  3614. Keywords { "DIRECTIONAL_COOKIE" }
  3615. "!!GLES
  3616. #version 100
  3617.  
  3618. #ifdef VERTEX
  3619. attribute vec4 _glesTANGENT;
  3620. attribute vec4 _glesVertex;
  3621. attribute vec3 _glesNormal;
  3622. attribute vec4 _glesMultiTexCoord0;
  3623. uniform highp mat4 glstate_matrix_mvp;
  3624. uniform highp mat4 _Object2World;
  3625. uniform highp mat4 _World2Object;
  3626. uniform highp vec4 unity_WorldTransformParams;
  3627. uniform highp vec4 _MainTex_ST;
  3628. uniform highp vec4 _BumpMap_ST;
  3629. varying highp vec4 xlv_TEXCOORD0;
  3630. varying lowp vec3 xlv_TEXCOORD1;
  3631. varying lowp vec3 xlv_TEXCOORD2;
  3632. varying lowp vec3 xlv_TEXCOORD3;
  3633. varying highp vec3 xlv_TEXCOORD4;
  3634. void main ()
  3635. {
  3636.   lowp float tangentSign_1;
  3637.   lowp vec3 worldTangent_2;
  3638.   lowp vec3 worldNormal_3;
  3639.   highp vec4 tmpvar_4;
  3640.   tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  3641.   tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  3642.   highp vec4 v_5;
  3643.   v_5.x = _World2Object[0].x;
  3644.   v_5.y = _World2Object[1].x;
  3645.   v_5.z = _World2Object[2].x;
  3646.   v_5.w = _World2Object[3].x;
  3647.   highp vec4 v_6;
  3648.   v_6.x = _World2Object[0].y;
  3649.   v_6.y = _World2Object[1].y;
  3650.   v_6.z = _World2Object[2].y;
  3651.   v_6.w = _World2Object[3].y;
  3652.   highp vec4 v_7;
  3653.   v_7.x = _World2Object[0].z;
  3654.   v_7.y = _World2Object[1].z;
  3655.   v_7.z = _World2Object[2].z;
  3656.   v_7.w = _World2Object[3].z;
  3657.   highp vec3 tmpvar_8;
  3658.   tmpvar_8 = normalize(((
  3659.     (v_5.xyz * _glesNormal.x)
  3660.    + 
  3661.     (v_6.xyz * _glesNormal.y)
  3662.   ) + (v_7.xyz * _glesNormal.z)));
  3663.   worldNormal_3 = tmpvar_8;
  3664.   highp mat3 tmpvar_9;
  3665.   tmpvar_9[0] = _Object2World[0].xyz;
  3666.   tmpvar_9[1] = _Object2World[1].xyz;
  3667.   tmpvar_9[2] = _Object2World[2].xyz;
  3668.   highp vec3 tmpvar_10;
  3669.   tmpvar_10 = normalize((tmpvar_9 * _glesTANGENT.xyz));
  3670.   worldTangent_2 = tmpvar_10;
  3671.   highp float tmpvar_11;
  3672.   tmpvar_11 = (_glesTANGENT.w * unity_WorldTransformParams.w);
  3673.   tangentSign_1 = tmpvar_11;
  3674.   lowp vec3 tmpvar_12;
  3675.   tmpvar_12 = (((worldNormal_3.yzx * worldTangent_2.zxy) - (worldNormal_3.zxy * worldTangent_2.yzx)) * tangentSign_1);
  3676.   lowp vec3 tmpvar_13;
  3677.   tmpvar_13.x = worldTangent_2.x;
  3678.   tmpvar_13.y = tmpvar_12.x;
  3679.   tmpvar_13.z = worldNormal_3.x;
  3680.   lowp vec3 tmpvar_14;
  3681.   tmpvar_14.x = worldTangent_2.y;
  3682.   tmpvar_14.y = tmpvar_12.y;
  3683.   tmpvar_14.z = worldNormal_3.y;
  3684.   lowp vec3 tmpvar_15;
  3685.   tmpvar_15.x = worldTangent_2.z;
  3686.   tmpvar_15.y = tmpvar_12.z;
  3687.   tmpvar_15.z = worldNormal_3.z;
  3688.   gl_Position = (glstate_matrix_mvp * _glesVertex);
  3689.   xlv_TEXCOORD0 = tmpvar_4;
  3690.   xlv_TEXCOORD1 = tmpvar_13;
  3691.   xlv_TEXCOORD2 = tmpvar_14;
  3692.   xlv_TEXCOORD3 = tmpvar_15;
  3693.   xlv_TEXCOORD4 = (_Object2World * _glesVertex).xyz;
  3694. }
  3695.  
  3696.  
  3697. #endif
  3698. #ifdef FRAGMENT
  3699. uniform highp vec3 _WorldSpaceCameraPos;
  3700. uniform mediump vec4 _WorldSpaceLightPos0;
  3701. uniform mediump vec4 unity_ColorSpaceDielectricSpec;
  3702. uniform lowp vec4 _LightColor0;
  3703. uniform mediump vec4 unity_LightGammaCorrectionConsts;
  3704. uniform sampler2D _LightTexture0;
  3705. uniform mediump mat4 _LightMatrix0;
  3706. uniform sampler2D _MainTex;
  3707. uniform sampler2D _BumpMap;
  3708. uniform sampler2D _SpecTex;
  3709. uniform lowp float _MetallicIntensity;
  3710. uniform lowp float _SmoothnessIntensity;
  3711. varying highp vec4 xlv_TEXCOORD0;
  3712. varying lowp vec3 xlv_TEXCOORD1;
  3713. varying lowp vec3 xlv_TEXCOORD2;
  3714. varying lowp vec3 xlv_TEXCOORD3;
  3715. varying highp vec3 xlv_TEXCOORD4;
  3716. void main ()
  3717. {
  3718.   mediump vec3 tmpvar_1;
  3719.   mediump vec3 tmpvar_2;
  3720.   lowp vec3 worldN_3;
  3721.   lowp vec4 c_4;
  3722.   lowp vec3 worldViewDir_5;
  3723.   lowp vec3 lightDir_6;
  3724.   mediump vec3 tmpvar_7;
  3725.   tmpvar_7 = _WorldSpaceLightPos0.xyz;
  3726.   lightDir_6 = tmpvar_7;
  3727.   highp vec3 tmpvar_8;
  3728.   tmpvar_8 = normalize((_WorldSpaceCameraPos - xlv_TEXCOORD4));
  3729.   worldViewDir_5 = tmpvar_8;
  3730.   lowp vec3 tmpvar_9;
  3731.   mediump float tmpvar_10;
  3732.   mediump float tmpvar_11;
  3733.   lowp vec3 tmpvar_12;
  3734.   tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0);
  3735.   lowp vec4 tmpvar_13;
  3736.   tmpvar_13 = texture2D (_SpecTex, xlv_TEXCOORD0.xy);
  3737.   tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz;
  3738.   tmpvar_11 = (tmpvar_13.x * _SmoothnessIntensity);
  3739.   tmpvar_10 = (tmpvar_13.y * _MetallicIntensity);
  3740.   highp vec4 tmpvar_14;
  3741.   tmpvar_14.w = 1.0;
  3742.   tmpvar_14.xyz = xlv_TEXCOORD4;
  3743.   highp vec2 tmpvar_15;
  3744.   tmpvar_15 = (_LightMatrix0 * tmpvar_14).xy;
  3745.   lowp float tmpvar_16;
  3746.   tmpvar_16 = texture2D (_LightTexture0, tmpvar_15).w;
  3747.   worldN_3.x = dot (xlv_TEXCOORD1, tmpvar_12);
  3748.   worldN_3.y = dot (xlv_TEXCOORD2, tmpvar_12);
  3749.   worldN_3.z = dot (xlv_TEXCOORD3, tmpvar_12);
  3750.   tmpvar_1 = _LightColor0.xyz;
  3751.   tmpvar_2 = lightDir_6;
  3752.   mediump vec3 normal_17;
  3753.   normal_17 = worldN_3;
  3754.   tmpvar_1 = (tmpvar_1 * tmpvar_16);
  3755.   lowp vec3 tmpvar_18;
  3756.   mediump vec3 viewDir_19;
  3757.   viewDir_19 = worldViewDir_5;
  3758.   mediump vec4 c_20;
  3759.   lowp vec3 tmpvar_21;
  3760.   tmpvar_21 = normalize(worldN_3);
  3761.   mediump vec3 tmpvar_22;
  3762.   mediump vec3 albedo_23;
  3763.   albedo_23 = tmpvar_9;
  3764.   tmpvar_22 = (albedo_23 * (unity_ColorSpaceDielectricSpec.w - (tmpvar_10 * unity_ColorSpaceDielectricSpec.w)));
  3765.   tmpvar_18 = tmpvar_22;
  3766.   mediump vec3 diffColor_24;
  3767.   diffColor_24 = tmpvar_18;
  3768.   tmpvar_18 = diffColor_24;
  3769.   mediump vec3 diffColor_25;
  3770.   diffColor_25 = tmpvar_18;
  3771.   mediump vec3 normal_26;
  3772.   normal_26 = tmpvar_21;
  3773.   mediump vec3 tmpvar_27;
  3774.   mediump vec3 inVec_28;
  3775.   inVec_28 = (tmpvar_2 + viewDir_19);
  3776.   tmpvar_27 = (inVec_28 * inversesqrt(max (0.001, 
  3777.     dot (inVec_28, inVec_28)
  3778.   )));
  3779.   mediump float tmpvar_29;
  3780.   tmpvar_29 = max (0.0, dot (tmpvar_2, tmpvar_27));
  3781.   mediump float tmpvar_30;
  3782.   tmpvar_30 = (1.0 - tmpvar_11);
  3783.   mediump float tmpvar_31;
  3784.   mediump float tmpvar_32;
  3785.   tmpvar_32 = max ((10.0 / log2(
  3786.     (((1.0 - tmpvar_30) * 0.968) + 0.03)
  3787.   )), -255.937);
  3788.   tmpvar_31 = (tmpvar_32 * tmpvar_32);
  3789.   c_20.xyz = (((diffColor_25 + 
  3790.     (clamp (((
  3791.       (tmpvar_31 + 1.0)
  3792.      * 
  3793.       pow (max (0.0, dot (normal_26, tmpvar_27)), tmpvar_31)
  3794.     ) / (
  3795.       ((unity_LightGammaCorrectionConsts.z * ((
  3796.         (tmpvar_29 * tmpvar_29)
  3797.        * tmpvar_11) + (tmpvar_30 * tmpvar_30))) * tmpvar_29)
  3798.      + 0.0001)), 0.0, 100.0) * mix (unity_ColorSpaceDielectricSpec.xyz, albedo_23, vec3(tmpvar_10)))
  3799.   ) * tmpvar_1) * max (0.0, dot (normal_17, tmpvar_2)));
  3800.   c_20.w = 0.0;
  3801.   c_4.xyz = c_20.xyz;
  3802.   c_4.w = 1.0;
  3803.   gl_FragData[0] = c_4;
  3804. }
  3805.  
  3806.  
  3807. #endif
  3808. "
  3809. }
  3810. SubProgram "gles3 " {
  3811. Keywords { "DIRECTIONAL_COOKIE" }
  3812. "!!GLES3
  3813. #ifdef VERTEX
  3814. #version 300 es
  3815. precision highp float;
  3816. precision highp int;
  3817. uniform     vec4 _Time;
  3818. uniform     vec4 _SinTime;
  3819. uniform     vec4 _CosTime;
  3820. uniform     vec4 unity_DeltaTime;
  3821. uniform     vec3 _WorldSpaceCameraPos;
  3822. uniform     vec4 _ProjectionParams;
  3823. uniform     vec4 _ScreenParams;
  3824. uniform     vec4 _ZBufferParams;
  3825. uniform     vec4 unity_OrthoParams;
  3826. uniform     vec4 unity_CameraWorldClipPlanes[6];
  3827. uniform     mat4 unity_CameraProjection;
  3828. uniform     mat4 unity_CameraInvProjection;
  3829. uniform     mediump vec4 _WorldSpaceLightPos0;
  3830. uniform     vec4 _LightPositionRange;
  3831. uniform     vec4 unity_4LightPosX0;
  3832. uniform     vec4 unity_4LightPosY0;
  3833. uniform     vec4 unity_4LightPosZ0;
  3834. uniform     mediump vec4 unity_4LightAtten0;
  3835. uniform     mediump vec4 unity_LightColor[8];
  3836. uniform     vec4 unity_LightPosition[8];
  3837. uniform     mediump vec4 unity_LightAtten[8];
  3838. uniform     vec4 unity_SpotDirection[8];
  3839. uniform     mediump vec4 unity_SHAr;
  3840. uniform     mediump vec4 unity_SHAg;
  3841. uniform     mediump vec4 unity_SHAb;
  3842. uniform     mediump vec4 unity_SHBr;
  3843. uniform     mediump vec4 unity_SHBg;
  3844. uniform     mediump vec4 unity_SHBb;
  3845. uniform     mediump vec4 unity_SHC;
  3846. uniform     mediump vec3 unity_LightColor0;
  3847. uniform     mediump vec3 unity_LightColor1;
  3848. uniform     mediump vec3 unity_LightColor2;
  3849. uniform     mediump vec3 unity_LightColor3;
  3850. uniform     vec4 unity_ShadowSplitSpheres[4];
  3851. uniform     vec4 unity_ShadowSplitSqRadii;
  3852. uniform     vec4 unity_LightShadowBias;
  3853. uniform     vec4 _LightSplitsNear;
  3854. uniform     vec4 _LightSplitsFar;
  3855. uniform     mat4 unity_World2Shadow[4];
  3856. uniform     mediump vec4 _LightShadowData;
  3857. uniform     vec4 unity_ShadowFadeCenterAndType;
  3858. uniform     mat4 glstate_matrix_mvp;
  3859. uniform     mat4 glstate_matrix_modelview0;
  3860. uniform     mat4 glstate_matrix_invtrans_modelview0;
  3861. uniform     mat4 _Object2World;
  3862. uniform     mat4 _World2Object;
  3863. uniform     vec4 unity_LODFade;
  3864. uniform     vec4 unity_WorldTransformParams;
  3865. uniform     mat4 glstate_matrix_transpose_modelview0;
  3866. uniform     mat4 glstate_matrix_projection;
  3867. uniform     lowp vec4 glstate_lightmodel_ambient;
  3868. uniform     mat4 unity_MatrixV;
  3869. uniform     mat4 unity_MatrixVP;
  3870. uniform     lowp vec4 unity_AmbientSky;
  3871. uniform     lowp vec4 unity_AmbientEquator;
  3872. uniform     lowp vec4 unity_AmbientGround;
  3873. uniform     lowp vec4 unity_FogColor;
  3874. uniform     vec4 unity_FogParams;
  3875. uniform     vec4 unity_LightmapST;
  3876. uniform     vec4 unity_DynamicLightmapST;
  3877. uniform     vec4 unity_SpecCube0_BoxMax;
  3878. uniform     vec4 unity_SpecCube0_BoxMin;
  3879. uniform     vec4 unity_SpecCube0_ProbePosition;
  3880. uniform     mediump vec4 unity_SpecCube0_HDR;
  3881. uniform     vec4 unity_SpecCube1_BoxMax;
  3882. uniform     vec4 unity_SpecCube1_BoxMin;
  3883. uniform     vec4 unity_SpecCube1_ProbePosition;
  3884. uniform     mediump vec4 unity_SpecCube1_HDR;
  3885. uniform     lowp vec4 unity_ColorSpaceGrey;
  3886. uniform     lowp vec4 unity_ColorSpaceDouble;
  3887. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  3888. uniform     mediump vec4 unity_ColorSpaceLuminance;
  3889. uniform     mediump vec4 unity_Lightmap_HDR;
  3890. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  3891. uniform     lowp vec4 _LightColor0;
  3892. uniform     lowp vec4 _SpecColor;
  3893. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  3894. uniform     mediump mat4 _LightMatrix0;
  3895. uniform     lowp float _MetallicIntensity;
  3896. uniform     lowp float _SmoothnessIntensity;
  3897. uniform     lowp float _Cubepower;
  3898. uniform     vec4 _MainTex_ST;
  3899. uniform     vec4 _BumpMap_ST;
  3900. in highp vec4 in_POSITION0;
  3901. in highp vec4 in_TANGENT0;
  3902. in highp vec3 in_NORMAL0;
  3903. in highp vec4 in_TEXCOORD0;
  3904. out highp vec4 vs_TEXCOORD0;
  3905. out lowp vec3 vs_TEXCOORD1;
  3906. out lowp vec3 vs_TEXCOORD2;
  3907. out lowp vec3 vs_TEXCOORD3;
  3908. out highp vec3 vs_TEXCOORD4;
  3909. highp vec4 t0;
  3910. highp vec3 t1;
  3911. lowp vec3 t10_2;
  3912. highp float t3;
  3913. highp float t9;
  3914. void main()
  3915. {
  3916.     t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
  3917.     t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
  3918.     t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
  3919.     gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
  3920.     vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
  3921.     vs_TEXCOORD0.zw = in_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
  3922.     t0.y = in_NORMAL0.x * _World2Object[0].x;
  3923.     t0.z = in_NORMAL0.x * _World2Object[1].x;
  3924.     t0.x = in_NORMAL0.x * _World2Object[2].x;
  3925.     t1.y = in_NORMAL0.y * _World2Object[0].y;
  3926.     t1.z = in_NORMAL0.y * _World2Object[1].y;
  3927.     t1.x = in_NORMAL0.y * _World2Object[2].y;
  3928.     t0.xyz = t0.xyz + t1.xyz;
  3929.     t1.y = in_NORMAL0.z * _World2Object[0].z;
  3930.     t1.z = in_NORMAL0.z * _World2Object[1].z;
  3931.     t1.x = in_NORMAL0.z * _World2Object[2].z;
  3932.     t0.xyz = t0.xyz + t1.xyz;
  3933.     t9 = dot(t0.xyz, t0.xyz);
  3934.     t9 = inversesqrt(t9);
  3935.     t0.xyz = vec3(t9) * t0.xyz;
  3936.     vs_TEXCOORD1.z = t0.y;
  3937.     t1.xyz = in_TANGENT0.yyy * _Object2World[1].yzx;
  3938.     t1.xyz = _Object2World[0].yzx * in_TANGENT0.xxx + t1.xyz;
  3939.     t1.xyz = _Object2World[2].yzx * in_TANGENT0.zzz + t1.xyz;
  3940.     t9 = dot(t1.xyz, t1.xyz);
  3941.     t9 = inversesqrt(t9);
  3942.     t1.xyz = vec3(t9) * t1.xyz;
  3943.     t10_2.xyz = t0.xyz * t1.xyz;
  3944.     t10_2.xyz = t0.zxy * t1.yzx + (-t10_2.xyz);
  3945.     t3 = in_TANGENT0.w * unity_WorldTransformParams.w;
  3946.     t10_2.xyz = vec3(t3) * t10_2.xyz;
  3947.     vs_TEXCOORD1.y = t10_2.x;
  3948.     vs_TEXCOORD1.x = t1.z;
  3949.     vs_TEXCOORD2.z = t0.z;
  3950.     vs_TEXCOORD3.z = t0.x;
  3951.     vs_TEXCOORD2.x = t1.x;
  3952.     vs_TEXCOORD3.x = t1.y;
  3953.     vs_TEXCOORD2.y = t10_2.y;
  3954.     vs_TEXCOORD3.y = t10_2.z;
  3955.     t0.xyz = in_POSITION0.yyy * _Object2World[1].xyz;
  3956.     t0.xyz = _Object2World[0].xyz * in_POSITION0.xxx + t0.xyz;
  3957.     t0.xyz = _Object2World[2].xyz * in_POSITION0.zzz + t0.xyz;
  3958.     vs_TEXCOORD4.xyz = _Object2World[3].xyz * in_POSITION0.www + t0.xyz;
  3959.     return;
  3960. }
  3961.  
  3962. #endif
  3963. #ifdef FRAGMENT
  3964. #version 300 es
  3965. precision highp float;
  3966. precision highp int;
  3967. uniform     vec4 _Time;
  3968. uniform     vec4 _SinTime;
  3969. uniform     vec4 _CosTime;
  3970. uniform     vec4 unity_DeltaTime;
  3971. uniform     vec3 _WorldSpaceCameraPos;
  3972. uniform     vec4 _ProjectionParams;
  3973. uniform     vec4 _ScreenParams;
  3974. uniform     vec4 _ZBufferParams;
  3975. uniform     vec4 unity_OrthoParams;
  3976. uniform     vec4 unity_CameraWorldClipPlanes[6];
  3977. uniform     mat4 unity_CameraProjection;
  3978. uniform     mat4 unity_CameraInvProjection;
  3979. uniform     mediump vec4 _WorldSpaceLightPos0;
  3980. uniform     vec4 _LightPositionRange;
  3981. uniform     vec4 unity_4LightPosX0;
  3982. uniform     vec4 unity_4LightPosY0;
  3983. uniform     vec4 unity_4LightPosZ0;
  3984. uniform     mediump vec4 unity_4LightAtten0;
  3985. uniform     mediump vec4 unity_LightColor[8];
  3986. uniform     vec4 unity_LightPosition[8];
  3987. uniform     mediump vec4 unity_LightAtten[8];
  3988. uniform     vec4 unity_SpotDirection[8];
  3989. uniform     mediump vec4 unity_SHAr;
  3990. uniform     mediump vec4 unity_SHAg;
  3991. uniform     mediump vec4 unity_SHAb;
  3992. uniform     mediump vec4 unity_SHBr;
  3993. uniform     mediump vec4 unity_SHBg;
  3994. uniform     mediump vec4 unity_SHBb;
  3995. uniform     mediump vec4 unity_SHC;
  3996. uniform     mediump vec3 unity_LightColor0;
  3997. uniform     mediump vec3 unity_LightColor1;
  3998. uniform     mediump vec3 unity_LightColor2;
  3999. uniform     mediump vec3 unity_LightColor3;
  4000. uniform     vec4 unity_ShadowSplitSpheres[4];
  4001. uniform     vec4 unity_ShadowSplitSqRadii;
  4002. uniform     vec4 unity_LightShadowBias;
  4003. uniform     vec4 _LightSplitsNear;
  4004. uniform     vec4 _LightSplitsFar;
  4005. uniform     mat4 unity_World2Shadow[4];
  4006. uniform     mediump vec4 _LightShadowData;
  4007. uniform     vec4 unity_ShadowFadeCenterAndType;
  4008. uniform     mat4 glstate_matrix_mvp;
  4009. uniform     mat4 glstate_matrix_modelview0;
  4010. uniform     mat4 glstate_matrix_invtrans_modelview0;
  4011. uniform     mat4 _Object2World;
  4012. uniform     mat4 _World2Object;
  4013. uniform     vec4 unity_LODFade;
  4014. uniform     vec4 unity_WorldTransformParams;
  4015. uniform     mat4 glstate_matrix_transpose_modelview0;
  4016. uniform     mat4 glstate_matrix_projection;
  4017. uniform     lowp vec4 glstate_lightmodel_ambient;
  4018. uniform     mat4 unity_MatrixV;
  4019. uniform     mat4 unity_MatrixVP;
  4020. uniform     lowp vec4 unity_AmbientSky;
  4021. uniform     lowp vec4 unity_AmbientEquator;
  4022. uniform     lowp vec4 unity_AmbientGround;
  4023. uniform     lowp vec4 unity_FogColor;
  4024. uniform     vec4 unity_FogParams;
  4025. uniform     vec4 unity_LightmapST;
  4026. uniform     vec4 unity_DynamicLightmapST;
  4027. uniform     vec4 unity_SpecCube0_BoxMax;
  4028. uniform     vec4 unity_SpecCube0_BoxMin;
  4029. uniform     vec4 unity_SpecCube0_ProbePosition;
  4030. uniform     mediump vec4 unity_SpecCube0_HDR;
  4031. uniform     vec4 unity_SpecCube1_BoxMax;
  4032. uniform     vec4 unity_SpecCube1_BoxMin;
  4033. uniform     vec4 unity_SpecCube1_ProbePosition;
  4034. uniform     mediump vec4 unity_SpecCube1_HDR;
  4035. uniform     lowp vec4 unity_ColorSpaceGrey;
  4036. uniform     lowp vec4 unity_ColorSpaceDouble;
  4037. uniform     mediump vec4 unity_ColorSpaceDielectricSpec;
  4038. uniform     mediump vec4 unity_ColorSpaceLuminance;
  4039. uniform     mediump vec4 unity_Lightmap_HDR;
  4040. uniform     mediump vec4 unity_DynamicLightmap_HDR;
  4041. uniform     lowp vec4 _LightColor0;
  4042. uniform     lowp vec4 _SpecColor;
  4043. uniform     mediump vec4 unity_LightGammaCorrectionConsts;
  4044. uniform     mediump mat4 _LightMatrix0;
  4045. uniform     lowp float _MetallicIntensity;
  4046. uniform     lowp float _SmoothnessIntensity;
  4047. uniform     lowp float _Cubepower;
  4048. uniform     vec4 _MainTex_ST;
  4049. uniform     vec4 _BumpMap_ST;
  4050. uniform lowp sampler2D _MainTex;
  4051. uniform lowp sampler2D _BumpMap;
  4052. uniform lowp sampler2D _SpecTex;
  4053. uniform lowp sampler2D _LightTexture0;
  4054. in highp vec4 vs_TEXCOORD0;
  4055. in lowp vec3 vs_TEXCOORD1;
  4056. in lowp vec3 vs_TEXCOORD2;
  4057. in lowp vec3 vs_TEXCOORD3;
  4058. in highp vec3 vs_TEXCOORD4;
  4059. layout(location = 0) out lowp vec4 SV_Target0;
  4060. highp vec3 t0;
  4061. mediump float t16_0;
  4062. lowp vec3 t10_0;
  4063. mediump vec4 t16_1;
  4064. lowp vec3 t10_2;
  4065. lowp vec3 t10_3;
  4066. mediump vec3 t16_4;
  4067. mediump vec2 t16_5;
  4068. lowp vec3 t10_5;
  4069. mediump vec3 t16_6;
  4070. lowp vec2 t10_10;
  4071. mediump float t16_11;
  4072. highp float t15;
  4073. mediump float t16_16;
  4074. void main()
  4075. {
  4076.     t0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyzx.xyz;
  4077.     t15 = dot(t0.xyz, t0.xyz);
  4078.     t15 = inversesqrt(t15);
  4079.     t16_1.xyz = t0.xyz * vec3(t15) + _WorldSpaceLightPos0.xyz;
  4080.     t16_16 = dot(t16_1.xyz, t16_1.xyz);
  4081.     t16_0 = max(t16_16, 0.00100000005);
  4082.     t16_16 = inversesqrt(t16_0);
  4083.     t16_1.xyz = vec3(t16_16) * t16_1.xyz;
  4084.     t10_0.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz;
  4085.     t10_2.xyz = t10_0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
  4086.     t10_3.x = dot(vs_TEXCOORD1.xyz, t10_2.xyz);
  4087.     t10_3.y = dot(vs_TEXCOORD2.xyz, t10_2.xyz);
  4088.     t10_3.z = dot(vs_TEXCOORD3.xyz, t10_2.xyz);
  4089.     t10_2.x = dot(t10_3.xyz, t10_3.xyz);
  4090.     t10_2.x = inversesqrt(t10_2.x);
  4091.     t10_2.xyz = t10_2.xxx * t10_3.xyz;
  4092.     t16_16 = dot(t10_3.xyz, _WorldSpaceLightPos0.xyz);
  4093.     t16_0 = max(t16_16, 0.0);
  4094.     t16_1.w = dot(t10_2.xyz, t16_1.xyz);
  4095.     t16_1.x = dot(_WorldSpaceLightPos0.xyz, t16_1.xyz);
  4096.     t16_5.xy = max(t16_1.xw, vec2(0.0, 0.0));
  4097.     t16_1.x = log2(t16_5.y);
  4098.     t10_10.xy = texture(_SpecTex, vs_TEXCOORD0.xy).xy;
  4099.     t16_6.x = (-t10_10.x) * _SmoothnessIntensity + 1.0;
  4100.     t10_2.xy = t10_10.xy * vec2(_SmoothnessIntensity, _MetallicIntensity);
  4101.     t16_11 = (-t16_6.x) + 1.0;
  4102.     t16_11 = t16_11 * 0.967999995 + 0.0299999993;
  4103.     t16_11 = log2(t16_11);
  4104.     t16_11 = 10.0 / t16_11;
  4105.     t16_6.y = max(t16_11, -255.936996);
  4106.     t16_6.xz = t16_6.xy * t16_6.xy;
  4107.     t16_11 = t16_6.y * t16_6.y + 1.0;
  4108.     t16_1.x = t16_1.x * t16_6.z;
  4109.     t16_1.x = exp2(t16_1.x);
  4110.     t16_1.x = t16_1.x * t16_11;
  4111.     t16_11 = t16_5.x * t16_5.x;
  4112.     t16_6.x = t16_11 * t10_2.x + t16_6.x;
  4113.     t16_6.x = t16_6.x * unity_LightGammaCorrectionConsts.z;
  4114.     t16_5.x = t16_6.x * t16_5.x + 9.99999975e-05;
  4115.     t16_5.x = t16_1.x / t16_5.x;
  4116.     t16_1.x = max(t16_5.x, 0.0);
  4117.     t16_1.x = min(t16_1.x, 100.0);
  4118.     t10_5.xyz = texture(_MainTex, vs_TEXCOORD0.xy).xyz;
  4119.     t16_6.xyz = t10_5.xyz + (-unity_ColorSpaceDielectricSpec.xyz);
  4120.     t16_6.xyz = t10_2.yyy * t16_6.xyz + unity_ColorSpaceDielectricSpec.xyz;
  4121.     t16_4.x = (-t10_2.y) * unity_ColorSpaceDielectricSpec.w + unity_ColorSpaceDielectricSpec.w;
  4122.     t16_1.xyz = t16_6.xyz * t16_1.xxx;
  4123.     t16_1.xyz = t10_5.xyz * t16_4.xxx + t16_1.xyz;
  4124.     t16_4.xy = vs_TEXCOORD4.yy * _LightMatrix0[1].xy;
  4125.     t16_4.xy = _LightMatrix0[0].xy * vs_TEXCOORD4.xx + t16_4.xy;
  4126.     t16_4.xy = _LightMatrix0[2].xy * vs_TEXCOORD4.zz + t16_4.xy;
  4127.     t16_4.xy = t16_4.xy + _LightMatrix0[3].xy;
  4128.     t10_5.x = texture(_LightTexture0, t16_4.xy).w;
  4129.     t16_4.xyz = t10_5.xxx * _LightColor0.xyz;
  4130.     t16_1.xyz = t16_1.xyz * t16_4.xyz;
  4131.     t16_1.xyz = vec3(t16_0) * t16_1.xyz;
  4132.     SV_Target0.xyz = t16_1.xyz;
  4133.     SV_Target0.w = 1.0;
  4134.     return;
  4135. }
  4136.  
  4137. #endif
  4138. "
  4139. }
  4140. }
  4141. Program "fp" {
  4142. SubProgram "gles " {
  4143. Keywords { "POINT" }
  4144. "!!GLES"
  4145. }
  4146. SubProgram "gles3 " {
  4147. Keywords { "POINT" }
  4148. "!!GLES3"
  4149. }
  4150. SubProgram "gles " {
  4151. Keywords { "DIRECTIONAL" }
  4152. "!!GLES"
  4153. }
  4154. SubProgram "gles3 " {
  4155. Keywords { "DIRECTIONAL" }
  4156. "!!GLES3"
  4157. }
  4158. SubProgram "gles " {
  4159. Keywords { "SPOT" }
  4160. "!!GLES"
  4161. }
  4162. SubProgram "gles3 " {
  4163. Keywords { "SPOT" }
  4164. "!!GLES3"
  4165. }
  4166. SubProgram "gles " {
  4167. Keywords { "POINT_COOKIE" }
  4168. "!!GLES"
  4169. }
  4170. SubProgram "gles3 " {
  4171. Keywords { "POINT_COOKIE" }
  4172. "!!GLES3"
  4173. }
  4174. SubProgram "gles " {
  4175. Keywords { "DIRECTIONAL_COOKIE" }
  4176. "!!GLES"
  4177. }
  4178. SubProgram "gles3 " {
  4179. Keywords { "DIRECTIONAL_COOKIE" }
  4180. "!!GLES3"
  4181. }
  4182. }
  4183.  }
  4184. }
  4185. Fallback Off
  4186. }