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# Built-in shader from Unity 5.0.0b19:
# Hidden/Internal-DeferredShading
# internal variant: DIRECTIONAL SHADOWS_SCREEN
# This shader GLSL dump is put under MIT license
[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 _ProjectionParams;
uniform float _LightAsQuad;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_2;
vec4 tmpvar_3;
tmpvar_3 = (tmpvar_1 * 0.5);
vec2 tmpvar_4;
tmpvar_4.x = tmpvar_3.x;
tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
o_2.xy = (tmpvar_4 + tmpvar_3.w);
o_2.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
xlv_TEXCOORD0 = o_2;
xlv_TEXCOORD1 = mix (((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_Normal, vec3(_LightAsQuad));
}
[fragment shader]
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _ProjectionParams;
uniform vec4 _ZBufferParams;
uniform vec4 _LightShadowData;
uniform vec4 unity_ShadowFadeCenterAndType;
uniform sampler2D _CameraDepthTexture;
uniform vec4 _LightDir;
uniform vec4 _LightColor;
uniform mat4 _CameraToWorld;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _CameraGBufferTexture0;
uniform sampler2D _CameraGBufferTexture1;
uniform sampler2D _CameraGBufferTexture2;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
void main ()
{
vec3 lightDir_1;
vec2 tmpvar_2;
tmpvar_2 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_2).x)
+ _ZBufferParams.y))));
vec3 tmpvar_4;
tmpvar_4 = (_CameraToWorld * tmpvar_3).xyz;
vec3 tmpvar_5;
tmpvar_5 = (tmpvar_4 - unity_ShadowFadeCenterAndType.xyz);
lightDir_1 = -(_LightDir.xyz);
vec4 tmpvar_6;
tmpvar_6 = texture2D (_CameraGBufferTexture1, tmpvar_2);
vec3 tmpvar_7;
tmpvar_7 = (_LightColor.xyz * clamp ((texture2D (_ShadowMapTexture, tmpvar_2).x +
clamp (((mix (tmpvar_3.z,
sqrt(dot (tmpvar_5, tmpvar_5))
, unity_ShadowFadeCenterAndType.w) * _LightShadowData.z) + _LightShadowData.w), 0.0, 1.0)
), 0.0, 1.0));
vec3 tmpvar_8;
tmpvar_8 = normalize(((texture2D (_CameraGBufferTexture2, tmpvar_2).xyz * 2.0) - 1.0));
float tmpvar_9;
tmpvar_9 = max (0.0, dot (tmpvar_8, lightDir_1));
vec3 viewDir_10;
viewDir_10 = -(normalize((tmpvar_4 - _WorldSpaceCameraPos)));
float tmpvar_11;
tmpvar_11 = (1.0 - tmpvar_6.w);
vec3 tmpvar_12;
tmpvar_12 = normalize((lightDir_1 + viewDir_10));
float tmpvar_13;
tmpvar_13 = max (0.0, dot (tmpvar_8, viewDir_10));
float tmpvar_14;
tmpvar_14 = max (0.0, dot (lightDir_1, tmpvar_12));
float tmpvar_15;
tmpvar_15 = ((tmpvar_11 * tmpvar_11) * 0.797885);
float tmpvar_16;
float tmpvar_17;
tmpvar_17 = (10.0 / log2((
((1.0 - tmpvar_11) * 0.968)
+ 0.03)));
tmpvar_16 = (tmpvar_17 * tmpvar_17);
float tmpvar_18;
tmpvar_18 = (0.5 + ((
(2.0 * tmpvar_14)
* tmpvar_14) * tmpvar_11));
vec4 tmpvar_19;
tmpvar_19.w = 1.0;
tmpvar_19.xyz = ((texture2D (_CameraGBufferTexture0, tmpvar_2).xyz * (tmpvar_7 *
(((1.0 + (
(tmpvar_18 - 1.0)
*
pow ((1.0001 - tmpvar_9), 5.0)
)) * (1.0 + (
(tmpvar_18 - 1.0)
*
pow ((1.0001 - tmpvar_13), 5.0)
))) * tmpvar_9)
)) + ((
(max (0.0, ((
((1.0/(((
(tmpvar_9 * (1.0 - tmpvar_15))
+ tmpvar_15) * (
(tmpvar_13 * (1.0 - tmpvar_15))
+ tmpvar_15)))) * (pow (max (0.0,
dot (tmpvar_8, tmpvar_12)
), tmpvar_16) * ((tmpvar_16 + 1.0) / 6.28319)))
* tmpvar_9) / 4.0)) * 3.14159)
* tmpvar_7) * (tmpvar_6.xyz +
((1.0 - tmpvar_6.xyz) * pow (abs((1.0 -
max (0.0, dot (viewDir_10, tmpvar_12))
)), 5.0))
)));
gl_FragData[0] = exp2(-(tmpvar_19));
}
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