294 lines
6.0 KiB
Plaintext
294 lines
6.0 KiB
Plaintext
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec4 hip_screen;
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vec3 hip_lmapFade;
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};
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uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform float _Shininess;
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uniform vec4 _SpecColor;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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varying vec4 xlv_FOG;
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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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void surf (
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in Input IN_33,
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inout SurfaceOutput o_34
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)
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{
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vec4 tex_35;
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vec4 tmpvar_36;
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tmpvar_36 = texture2D (_MainTex, IN_33.uv_MainTex);
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vec4 tmpvar_37;
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tmpvar_37 = tmpvar_36;
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tex_35 = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = (tex_35.xyz * _Color.xyz);
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o_34.Albedo = tmpvar_38;
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float tmpvar_39;
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tmpvar_39 = tex_35.w;
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o_34.Gloss = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = (tex_35.w * _Color.w);
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o_34.Alpha = tmpvar_40;
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float tmpvar_41;
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tmpvar_41 = _Shininess;
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o_34.Specular = tmpvar_41;
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}
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vec4 LightingBlinnPhong_PrePass (
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in SurfaceOutput s_42,
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in vec4 light_43
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)
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{
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vec4 c_44;
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float spec_45;
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float tmpvar_46;
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tmpvar_46 = (light_43.w * s_42.Gloss);
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spec_45 = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = ((s_42.Albedo * light_43.xyz) + ((light_43.xyz * _SpecColor.xyz) * spec_45));
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c_44.xyz = tmpvar_47.xyz.xyz;
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float tmpvar_48;
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tmpvar_48 = (s_42.Alpha + (spec_45 * _SpecColor.w));
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c_44.w = vec4(tmpvar_48).w;
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return c_44;
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}
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vec3 DecodeLightmap (
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in vec4 color_49
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)
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{
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return (2.0 * color_49.xyz);
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}
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vec4 frag_surf (
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in v2f_surf IN_50
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)
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{
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vec4 col_51;
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vec3 lm_52;
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vec3 lmIndirect_53;
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vec3 lmFull_54;
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vec4 light_55;
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SurfaceOutput o_56;
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Input surfIN_57;
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vec2 tmpvar_58;
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tmpvar_58 = IN_50.hip_pack0.xy;
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surfIN_57.uv_MainTex = tmpvar_58;
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vec3 tmpvar_59;
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tmpvar_59 = vec3(0.0, 0.0, 0.0);
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o_56.Albedo = tmpvar_59;
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vec3 tmpvar_60;
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tmpvar_60 = vec3(0.0, 0.0, 0.0);
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o_56.Emission = tmpvar_60;
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float tmpvar_61;
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tmpvar_61 = 0.0;
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o_56.Specular = tmpvar_61;
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float tmpvar_62;
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tmpvar_62 = 0.0;
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o_56.Alpha = tmpvar_62;
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float tmpvar_63;
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tmpvar_63 = 0.0;
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o_56.Gloss = tmpvar_63;
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surf (surfIN_57, o_56);
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vec4 tmpvar_64;
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tmpvar_64 = texture2DProj (_LightBuffer, IN_50.hip_screen);
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vec4 tmpvar_65;
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tmpvar_65 = tmpvar_64;
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light_55 = tmpvar_65;
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vec4 tmpvar_66;
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tmpvar_66 = log2 (light_55);
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vec4 tmpvar_67;
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tmpvar_67 = -(tmpvar_66);
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light_55 = tmpvar_67;
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vec4 tmpvar_68;
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tmpvar_68 = texture2D (unity_Lightmap, IN_50.hip_lmapFade.xy);
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vec3 tmpvar_69;
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tmpvar_69 = DecodeLightmap (tmpvar_68);
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vec3 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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lmFull_54 = tmpvar_70;
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vec4 tmpvar_71;
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tmpvar_71 = texture2D (unity_LightmapInd, IN_50.hip_lmapFade.xy);
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vec3 tmpvar_72;
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tmpvar_72 = DecodeLightmap (tmpvar_71);
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vec3 tmpvar_73;
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tmpvar_73 = tmpvar_72;
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lmIndirect_53 = tmpvar_73;
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float tmpvar_74;
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tmpvar_74 = xll_saturate (IN_50.hip_lmapFade.z);
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vec3 tmpvar_75;
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tmpvar_75 = vec3(tmpvar_74);
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vec3 tmpvar_76;
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tmpvar_76 = mix (lmIndirect_53, lmFull_54, tmpvar_75);
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vec3 tmpvar_77;
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tmpvar_77 = tmpvar_76;
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lm_52 = tmpvar_77;
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vec3 tmpvar_78;
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tmpvar_78 = (light_55.xyz + lm_52);
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light_55.xyz = tmpvar_78.xyz.xyz;
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vec4 tmpvar_79;
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tmpvar_79 = LightingBlinnPhong_PrePass (o_56, light_55);
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vec4 tmpvar_80;
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tmpvar_80 = tmpvar_79;
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col_51 = tmpvar_80;
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return col_51;
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}
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void main ()
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{
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v2f_surf xlt_IN_81;
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vec4 xl_retval_82;
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vec4 tmpvar_83;
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tmpvar_83 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_81.pos = tmpvar_83;
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float tmpvar_84;
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tmpvar_84 = xlv_FOG.x;
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xlt_IN_81.fog = tmpvar_84;
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vec2 tmpvar_85;
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tmpvar_85 = gl_TexCoord[0].xy;
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vec2 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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xlt_IN_81.hip_pack0 = tmpvar_86;
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vec4 tmpvar_87;
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tmpvar_87 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_88;
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tmpvar_88 = tmpvar_87;
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xlt_IN_81.hip_screen = tmpvar_88;
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vec3 tmpvar_89;
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tmpvar_89 = gl_TexCoord[2].xyz;
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vec3 tmpvar_90;
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tmpvar_90 = tmpvar_89;
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xlt_IN_81.hip_lmapFade = tmpvar_90;
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vec4 tmpvar_91;
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tmpvar_91 = frag_surf (xlt_IN_81);
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vec4 tmpvar_92;
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tmpvar_92 = tmpvar_91;
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xl_retval_82 = tmpvar_92;
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vec4 tmpvar_93;
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tmpvar_93 = xl_retval_82.xyzw;
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vec4 tmpvar_94;
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tmpvar_94 = tmpvar_93;
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gl_FragData[0] = tmpvar_94;
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}
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