136 lines
2.8 KiB
Plaintext
136 lines
2.8 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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vec2 uv2_Detail;
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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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vec4 hip_pack0;
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vec4 hip_screen;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _Detail;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_Detail, IN_1.uv2_Detail);
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vec3 tmpvar_5;
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tmpvar_5 = ((tmpvar_3.xyz * tmpvar_4.xyz) * 2.0);
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o_2.Albedo = tmpvar_5;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_6,
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in vec4 light_7
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)
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{
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vec4 c_8;
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vec3 tmpvar_9;
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tmpvar_9 = (s_6.Albedo * light_7.xyz);
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c_8.xyz = tmpvar_9.xyz.xyz;
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float tmpvar_10;
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tmpvar_10 = s_6.Alpha;
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c_8.w = vec4(tmpvar_10).w;
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return c_8;
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}
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vec4 frag_surf (
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in v2f_surf IN_11
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)
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{
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vec4 col_12;
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vec4 light_13;
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SurfaceOutput o_14;
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Input surfIN_15;
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vec2 tmpvar_16;
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tmpvar_16 = IN_11.hip_pack0.xy;
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surfIN_15.uv_MainTex = tmpvar_16;
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vec2 tmpvar_17;
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tmpvar_17 = IN_11.hip_pack0.zw;
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surfIN_15.uv2_Detail = tmpvar_17;
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vec3 tmpvar_18;
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tmpvar_18 = vec3(0.0, 0.0, 0.0);
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o_14.Albedo = tmpvar_18;
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vec3 tmpvar_19;
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tmpvar_19 = vec3(0.0, 0.0, 0.0);
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o_14.Emission = tmpvar_19;
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float tmpvar_20;
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tmpvar_20 = 0.0;
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o_14.Specular = tmpvar_20;
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float tmpvar_21;
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tmpvar_21 = 0.0;
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o_14.Alpha = tmpvar_21;
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float tmpvar_22;
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tmpvar_22 = 0.0;
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o_14.Gloss = tmpvar_22;
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surf (surfIN_15, o_14);
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vec4 tmpvar_23;
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tmpvar_23 = texture2DProj (_LightBuffer, IN_11.hip_screen);
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vec4 tmpvar_24;
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tmpvar_24 = tmpvar_23;
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light_13 = tmpvar_24;
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vec4 tmpvar_25;
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tmpvar_25 = log2 (light_13);
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vec4 tmpvar_26;
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tmpvar_26 = -(tmpvar_25);
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light_13 = tmpvar_26;
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vec3 tmpvar_27;
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tmpvar_27 = (light_13.xyz + unity_Ambient.xyz);
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light_13.xyz = tmpvar_27.xyz.xyz;
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vec4 tmpvar_28;
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tmpvar_28 = LightingLambert_PrePass (o_14, light_13);
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_28;
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col_12 = tmpvar_29;
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return col_12;
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}
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void main ()
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{
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v2f_surf xlt_IN_30;
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vec4 xl_retval_31;
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vec4 tmpvar_32;
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tmpvar_32 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_30.pos = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = xlv_FOG.x;
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xlt_IN_30.fog = tmpvar_33;
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vec4 tmpvar_34;
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tmpvar_34 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_35;
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tmpvar_35 = tmpvar_34;
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xlt_IN_30.hip_pack0 = tmpvar_35;
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vec4 tmpvar_36;
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tmpvar_36 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_37;
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tmpvar_37 = tmpvar_36;
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xlt_IN_30.hip_screen = tmpvar_37;
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vec4 tmpvar_38;
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tmpvar_38 = frag_surf (xlt_IN_30);
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vec4 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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xl_retval_31 = tmpvar_39;
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vec4 tmpvar_40;
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tmpvar_40 = xl_retval_31.xyzw;
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vec4 tmpvar_41;
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tmpvar_41 = tmpvar_40;
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gl_FragData[0] = tmpvar_41;
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}
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