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# Built-in shader from Unity 5.0.0b19:
# Standard
# internal variant: DIRECTIONAL DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF LIGHTMAP_OFF SHADOWS_SCREEN
# This shader GLSL dump is put under MIT license
[require]
GLSL >= 1.10
[vertex shader]
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _ProjectionParams;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;
uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
uniform vec4 _DetailAlbedoMap_ST;
uniform float _UVSec;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD2_1;
varying vec4 xlv_TEXCOORD2_2;
varying vec4 xlv_TEXCOORD5;
varying vec4 xlv_TEXCOORD6;
varying vec3 xlv_TEXCOORD8;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_MultiTexCoord0.xy;
vec2 tmpvar_2;
tmpvar_2 = gl_MultiTexCoord1.xy;
vec4 tmpvar_3;
vec4 tmpvar_4;
vec4 tmpvar_5;
vec4 tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = (_Object2World * gl_Vertex);
vec3 tmpvar_8;
tmpvar_8 = tmpvar_7.xyz;
vec4 tmpvar_9;
tmpvar_9 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 texcoord_10;
texcoord_10.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
vec2 tmpvar_11;
if ((_UVSec == 0.0)) {
tmpvar_11 = tmpvar_1;
} else {
tmpvar_11 = tmpvar_2;
};
texcoord_10.zw = ((tmpvar_11 * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw);
vec4 v_12;
v_12.x = _World2Object[0].x;
v_12.y = _World2Object[1].x;
v_12.z = _World2Object[2].x;
v_12.w = _World2Object[3].x;
vec4 v_13;
v_13.x = _World2Object[0].y;
v_13.y = _World2Object[1].y;
v_13.z = _World2Object[2].y;
v_13.w = _World2Object[3].y;
vec4 v_14;
v_14.x = _World2Object[0].z;
v_14.y = _World2Object[1].z;
v_14.z = _World2Object[2].z;
v_14.w = _World2Object[3].z;
vec3 tmpvar_15;
tmpvar_15 = normalize(((
(v_12.xyz * gl_Normal.x)
+
(v_13.xyz * gl_Normal.y)
) + (v_14.xyz * gl_Normal.z)));
tmpvar_3.xyz = vec3(0.0, 0.0, 0.0);
tmpvar_4.xyz = vec3(0.0, 0.0, 0.0);
tmpvar_5.xyz = tmpvar_15;
vec4 o_16;
vec4 tmpvar_17;
tmpvar_17 = (tmpvar_9 * 0.5);
vec2 tmpvar_18;
tmpvar_18.x = tmpvar_17.x;
tmpvar_18.y = (tmpvar_17.y * _ProjectionParams.x);
o_16.xy = (tmpvar_18 + tmpvar_17.w);
o_16.zw = tmpvar_9.zw;
vec3 x2_19;
vec4 tmpvar_20;
tmpvar_20 = (tmpvar_15.xyzz * tmpvar_15.yzzx);
x2_19.x = dot (unity_SHBr, tmpvar_20);
x2_19.y = dot (unity_SHBg, tmpvar_20);
x2_19.z = dot (unity_SHBb, tmpvar_20);
tmpvar_6.xyz = (x2_19 + (unity_SHC.xyz * (
(tmpvar_15.x * tmpvar_15.x)
-
(tmpvar_15.y * tmpvar_15.y)
)));
gl_Position = tmpvar_9;
xlv_TEXCOORD0 = texcoord_10;
xlv_TEXCOORD1 = (tmpvar_7.xyz - _WorldSpaceCameraPos);
xlv_TEXCOORD2 = tmpvar_3;
xlv_TEXCOORD2_1 = tmpvar_4;
xlv_TEXCOORD2_2 = tmpvar_5;
xlv_TEXCOORD5 = tmpvar_6;
xlv_TEXCOORD6 = o_16;
xlv_TEXCOORD8 = tmpvar_8;
}
[fragment shader]
#extension GL_ARB_shader_texture_lod : enable
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_ColorSpaceDielectricSpec;
uniform samplerCube unity_SpecCube;
uniform samplerCube unity_SpecCube1;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _MainTex;
uniform float _Metallic;
uniform float _Glossiness;
uniform sampler2D _OcclusionMap;
uniform float _OcclusionStrength;
uniform sampler2D _ShadowMapTexture;
uniform vec4 unity_SpecCube_BoxMax;
uniform vec4 unity_SpecCube_BoxMin;
uniform vec4 unity_SpecCube_ProbePosition;
uniform vec4 unity_SpecCube_HDR;
uniform vec4 unity_SpecCube_BoxMax1;
uniform vec4 unity_SpecCube_BoxMin1;
uniform vec4 unity_SpecCube_ProbePosition1;
uniform vec4 unity_SpecCube_HDR1;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD2_2;
varying vec4 xlv_TEXCOORD5;
varying vec4 xlv_TEXCOORD6;
varying vec3 xlv_TEXCOORD8;
void main ()
{
vec4 c_1;
vec3 tmpvar_2;
tmpvar_2 = normalize(xlv_TEXCOORD2_2.xyz);
vec3 tmpvar_3;
tmpvar_3 = normalize(xlv_TEXCOORD1);
vec3 tmpvar_4;
tmpvar_4 = (_Color.xyz * texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz);
vec3 tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = mix (unity_ColorSpaceDielectricSpec.xyz, tmpvar_4, vec3(_Metallic));
float tmpvar_7;
tmpvar_7 = (unity_ColorSpaceDielectricSpec.w - (_Metallic * unity_ColorSpaceDielectricSpec.w));
tmpvar_5 = (tmpvar_4 * tmpvar_7);
float tmpvar_8;
tmpvar_8 = ((1.0 - _OcclusionStrength) + (texture2D (_OcclusionMap, xlv_TEXCOORD0.xy).y * _OcclusionStrength));
float tmpvar_9;
tmpvar_9 = max (0.0, dot (tmpvar_2, _WorldSpaceLightPos0.xyz));
vec3 tmpvar_10;
vec3 tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = vec3(0.0, 0.0, 0.0);
vec4 tmpvar_13;
tmpvar_13.w = 1.0;
tmpvar_13.xyz = tmpvar_2;
vec3 x1_14;
x1_14.x = dot (unity_SHAr, tmpvar_13);
x1_14.y = dot (unity_SHAg, tmpvar_13);
x1_14.z = dot (unity_SHAb, tmpvar_13);
tmpvar_11 = (xlv_TEXCOORD5.xyz + x1_14);
tmpvar_10 = ((_LightColor0.xyz + _LightColor0.xyz) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD6).x);
tmpvar_11 = (tmpvar_11 * tmpvar_8);
vec3 tmpvar_15;
tmpvar_15 = (tmpvar_3 - (2.0 * (
dot (tmpvar_2, tmpvar_3)
* tmpvar_2)));
vec3 worldNormal_16;
worldNormal_16 = tmpvar_15;
if ((unity_SpecCube_ProbePosition.w > 0.0)) {
vec3 tmpvar_17;
tmpvar_17 = normalize(tmpvar_15);
vec3 tmpvar_18;
tmpvar_18 = ((unity_SpecCube_BoxMax.xyz - xlv_TEXCOORD8) / tmpvar_17);
vec3 tmpvar_19;
tmpvar_19 = ((unity_SpecCube_BoxMin.xyz - xlv_TEXCOORD8) / tmpvar_17);
bvec3 tmpvar_20;
tmpvar_20 = greaterThan (tmpvar_17, vec3(0.0, 0.0, 0.0));
float tmpvar_21;
if (tmpvar_20.x) {
tmpvar_21 = tmpvar_18.x;
} else {
tmpvar_21 = tmpvar_19.x;
};
float tmpvar_22;
if (tmpvar_20.y) {
tmpvar_22 = tmpvar_18.y;
} else {
tmpvar_22 = tmpvar_19.y;
};
float tmpvar_23;
if (tmpvar_20.z) {
tmpvar_23 = tmpvar_18.z;
} else {
tmpvar_23 = tmpvar_19.z;
};
vec3 tmpvar_24;
tmpvar_24 = ((unity_SpecCube_BoxMax.xyz + unity_SpecCube_BoxMin.xyz) * 0.5);
worldNormal_16 = (((
(tmpvar_24 - unity_SpecCube_ProbePosition.xyz)
+ xlv_TEXCOORD8) + (tmpvar_17 *
min (min (tmpvar_21, tmpvar_22), tmpvar_23)
)) - tmpvar_24);
};
vec4 tmpvar_25;
tmpvar_25.xyz = worldNormal_16;
tmpvar_25.w = (pow ((1.0 - _Glossiness), 0.75) * 7.0);
vec4 tmpvar_26;
tmpvar_26 = textureCubeLod (unity_SpecCube, worldNormal_16, tmpvar_25.w);
vec3 tmpvar_27;
tmpvar_27 = ((unity_SpecCube_HDR.x * pow (tmpvar_26.w, unity_SpecCube_HDR.y)) * tmpvar_26.xyz);
if ((unity_SpecCube_BoxMin.w < 0.99999)) {
vec3 worldNormal_28;
worldNormal_28 = tmpvar_15;
if ((unity_SpecCube_ProbePosition1.w > 0.0)) {
vec3 tmpvar_29;
tmpvar_29 = normalize(tmpvar_15);
vec3 tmpvar_30;
tmpvar_30 = ((unity_SpecCube_BoxMax1.xyz - xlv_TEXCOORD8) / tmpvar_29);
vec3 tmpvar_31;
tmpvar_31 = ((unity_SpecCube_BoxMin1.xyz - xlv_TEXCOORD8) / tmpvar_29);
bvec3 tmpvar_32;
tmpvar_32 = greaterThan (tmpvar_29, vec3(0.0, 0.0, 0.0));
float tmpvar_33;
if (tmpvar_32.x) {
tmpvar_33 = tmpvar_30.x;
} else {
tmpvar_33 = tmpvar_31.x;
};
float tmpvar_34;
if (tmpvar_32.y) {
tmpvar_34 = tmpvar_30.y;
} else {
tmpvar_34 = tmpvar_31.y;
};
float tmpvar_35;
if (tmpvar_32.z) {
tmpvar_35 = tmpvar_30.z;
} else {
tmpvar_35 = tmpvar_31.z;
};
vec3 tmpvar_36;
tmpvar_36 = ((unity_SpecCube_BoxMax1.xyz + unity_SpecCube_BoxMin1.xyz) * 0.5);
worldNormal_28 = (((
(tmpvar_36 - unity_SpecCube_ProbePosition1.xyz)
+ xlv_TEXCOORD8) + (tmpvar_29 *
min (min (tmpvar_33, tmpvar_34), tmpvar_35)
)) - tmpvar_36);
};
vec4 tmpvar_37;
tmpvar_37.xyz = worldNormal_28;
tmpvar_37.w = (pow ((1.0 - _Glossiness), 0.75) * 7.0);
vec4 tmpvar_38;
tmpvar_38 = textureCubeLod (unity_SpecCube1, worldNormal_28, tmpvar_37.w);
tmpvar_12 = mix (((unity_SpecCube_HDR1.x *
pow (tmpvar_38.w, unity_SpecCube_HDR1.y)
) * tmpvar_38.xyz), tmpvar_27, unity_SpecCube_BoxMin.www);
} else {
tmpvar_12 = tmpvar_27;
};
tmpvar_12 = (tmpvar_12 * tmpvar_8);
vec3 viewDir_39;
viewDir_39 = -(tmpvar_3);
float tmpvar_40;
tmpvar_40 = (1.0 - _Glossiness);
vec3 tmpvar_41;
tmpvar_41 = normalize((_WorldSpaceLightPos0.xyz + viewDir_39));
float tmpvar_42;
tmpvar_42 = max (0.0, dot (tmpvar_2, viewDir_39));
float tmpvar_43;
tmpvar_43 = max (0.0, dot (_WorldSpaceLightPos0.xyz, tmpvar_41));
float tmpvar_44;
tmpvar_44 = ((tmpvar_40 * tmpvar_40) * 0.797885);
float tmpvar_45;
float tmpvar_46;
tmpvar_46 = (10.0 / log2((
((1.0 - tmpvar_40) * 0.968)
+ 0.03)));
tmpvar_45 = (tmpvar_46 * tmpvar_46);
float tmpvar_47;
tmpvar_47 = (0.5 + ((
(2.0 * tmpvar_43)
* tmpvar_43) * tmpvar_40));
vec3 tmpvar_48;
tmpvar_48 = (((tmpvar_5 *
(tmpvar_11 + (tmpvar_10 * ((
(1.0 + ((tmpvar_47 - 1.0) * pow ((1.0001 - tmpvar_9), 5.0)))
*
(1.0 + ((tmpvar_47 - 1.0) * pow ((1.0001 - tmpvar_42), 5.0)))
) * tmpvar_9)))
) + (
((max (0.0, (
(((1.0/((
((tmpvar_9 * (1.0 - tmpvar_44)) + tmpvar_44)
*
((tmpvar_42 * (1.0 - tmpvar_44)) + tmpvar_44)
))) * (pow (
max (0.0, dot (tmpvar_2, tmpvar_41))
, tmpvar_45) * (
(tmpvar_45 + 1.0)
/ 6.28319))) * tmpvar_9)
/ 4.0)) * 3.14159) * tmpvar_10)
*
(tmpvar_6 + ((1.0 - tmpvar_6) * pow (abs(
(1.0 - max (0.0, dot (viewDir_39, tmpvar_41)))
), 5.0)))
)) + (tmpvar_12 * mix (tmpvar_6, vec3(
clamp ((_Glossiness + (1.0 - tmpvar_7)), 0.0, 1.0)
), vec3(
pow (abs((1.0 - tmpvar_42)), 5.0)
))));
vec4 tmpvar_49;
tmpvar_49.w = 1.0;
tmpvar_49.xyz = tmpvar_48;
c_1.w = tmpvar_49.w;
c_1.xyz = tmpvar_48;
c_1.xyz = c_1.xyz;
vec4 xlat_varoutput_50;
xlat_varoutput_50.xyz = c_1.xyz;
xlat_varoutput_50.w = 1.0;
gl_FragData[0] = xlat_varoutput_50;
}
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