mat2 xll_transpose_mf2x2(mat2 m) { return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); } mat3 xll_transpose_mf3x3(mat3 m) { return mat3( m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); } mat4 xll_transpose_mf4x4(mat4 m) { return mat4( m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]); } mat3 xll_constructMat3_mf4x4( mat4 m) { return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2])); } vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } #line 106 struct MySurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Specular; float Reflectivity; float Roughness; float Alpha; }; #line 244 struct ContinuousSamplerLOD { float mip0; float mip1; float mipFrac; }; #line 259 struct PlanarMapping { vec4 plane; vec3 tangent; vec3 bitangent; vec2 uvOffset; }; #line 93 struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec3 viewDir; vec3 worldPos; vec3 worldNormal; vec3 worldRefl; vec3 TtoW0; vec3 TtoW1; vec3 TtoW2; }; #line 398 struct v2f_surf { vec4 pos; vec4 pack0; vec3 worldPos; vec3 viewDir; vec4 TtoW0; vec4 TtoW1; vec4 TtoW2; vec3 lightDir; vec3 vlight; vec2 _LightCoord; }; #line 17 struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; #line 3 uniform vec4 unity_SHAr; uniform vec4 unity_SHAg; uniform vec4 unity_SHAb; uniform vec4 unity_SHBr; #line 7 uniform vec4 unity_SHBg; uniform vec4 unity_SHBb; uniform vec4 unity_SHC; uniform mat4 glstate_matrix_mvp; #line 11 uniform mat4 glstate_matrix_modelview0; uniform mat4 _Object2World; uniform mat4 _World2Object; uniform vec4 unity_Scale; #line 15 uniform mat4 glstate_matrix_projection; uniform vec4 glstate_lightmodel_ambient; #line 27 #line 32 #line 37 #line 41 #line 46 #line 85 uniform vec4 _LightColor0; uniform vec4 _SpecColor; uniform sampler2D _LightTexture0; uniform mat4 _LightMatrix0; #line 117 uniform float _Rolloff; #line 122 #line 126 uniform float _Falloff; #line 212 uniform float _Roughness; uniform float _Roughness2; #line 220 uniform float _Reflectivity; uniform float _Refl0; uniform float _Refl90; uniform float _Metalic; uniform float _SpecOnlyIntensity; #line 224 uniform float _ReflOnlyIntensity; #line 251 #line 255 #line 267 uniform mat4 _WorldToMirrorProjMatrix; uniform sampler2D _MirrorTex; #line 293 uniform vec4 _PlanarReflection0; uniform vec4 _PlanarReflectionTangent0; uniform vec4 _PlanarReflectionBiTangent0; #line 333 uniform sampler2D _PlanarReflectionTex0; uniform vec4 _PlanarReflection1; uniform vec4 _PlanarReflectionTangent1; uniform vec4 _PlanarReflectionBiTangent1; uniform sampler2D _PlanarReflectionTex1; #line 337 uniform vec4 _PlanarReflection2; uniform vec4 _PlanarReflectionTangent2; uniform vec4 _PlanarReflectionBiTangent2; uniform sampler2D _PlanarReflectionTex2; uniform samplerCube _Cube; #line 341 uniform sampler2D _MainTex; uniform sampler2D _BumpMap; uniform sampler2D _BumpMap2; #line 373 uniform sampler2D _MainReflectivityTex; uniform sampler2D _MainRoughnessTex; uniform vec4 _BumpMap2_ST; uniform vec4 _Color; uniform vec4 _ReflColor; #line 377 uniform float _BumpMapFactor; uniform float _BumpMapFactor2; uniform vec4 _MainReflectivityTex_AddMul; uniform vec4 _MainRoughnessTex_AddMul; #line 412 uniform vec4 _MainTex_ST; uniform vec4 _BumpMap_ST; #line 32 vec3 ObjSpaceLightDir( in vec4 v ) { vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; return objSpaceLightPos.xyz; } #line 41 vec3 ObjSpaceViewDir( in vec4 v ) { vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); return (objSpaceCameraPos - v.xyz); } #line 414 v2f_surf xlat_main( in appdata_full v ) { #line 416 v2f_surf o; o.pos = (glstate_matrix_mvp * v.vertex); o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); #line 420 v.normal = normalize(v.normal); v.tangent.xyz = normalize(v.tangent.xyz); o.worldPos = (_Object2World * v.vertex).xyz; vec3 viewDir = (-ObjSpaceViewDir( v.vertex)); #line 424 vec3 worldRefl = (xll_constructMat3_mf4x4( _Object2World) * viewDir); vec3 binormal = (cross( normalize(v.normal), normalize(v.tangent.xyz)) * v.tangent.w); mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); o.TtoW0 = (vec4( (rotation * xll_matrixindex_mf4x4_i (_Object2World, 0).xyz), worldRefl.x) * unity_Scale.w); #line 428 o.TtoW1 = (vec4( (rotation * xll_matrixindex_mf4x4_i (_Object2World, 1).xyz), worldRefl.y) * unity_Scale.w); o.TtoW2 = (vec4( (rotation * xll_matrixindex_mf4x4_i (_Object2World, 2).xyz), worldRefl.z) * unity_Scale.w); vec3 worldN = (xll_constructMat3_mf4x4( _Object2World) * (v.normal * unity_Scale.w)); vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); #line 432 o.lightDir = lightDir; vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); o.viewDir = viewDirForLight; o.vlight = vec3( 0.0); #line 436 o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; return o; } attribute vec4 TANGENT; varying vec4 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; varying vec3 xlv_TEXCOORD2; varying vec4 xlv_TEXCOORD3; varying vec4 xlv_TEXCOORD4; varying vec4 xlv_TEXCOORD5; varying vec3 xlv_TEXCOORD6; varying vec3 xlv_TEXCOORD7; varying vec2 xlv_TEXCOORD8; void main() { v2f_surf xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4(gl_Vertex); xlt_v.tangent = vec4(TANGENT); xlt_v.normal = vec3(gl_Normal); xlt_v.texcoord = vec4(gl_MultiTexCoord0); xlt_v.texcoord1 = vec4(gl_MultiTexCoord1); xlt_v.color = vec4(gl_Color); xl_retval = xlat_main( xlt_v); gl_Position = vec4(xl_retval.pos); xlv_TEXCOORD0 = vec4(xl_retval.pack0); xlv_TEXCOORD1 = vec3(xl_retval.worldPos); xlv_TEXCOORD2 = vec3(xl_retval.viewDir); xlv_TEXCOORD3 = vec4(xl_retval.TtoW0); xlv_TEXCOORD4 = vec4(xl_retval.TtoW1); xlv_TEXCOORD5 = vec4(xl_retval.TtoW2); xlv_TEXCOORD6 = vec3(xl_retval.lightDir); xlv_TEXCOORD7 = vec3(xl_retval.vlight); xlv_TEXCOORD8 = vec2(xl_retval._LightCoord); } // uniforms: // _BumpMap_ST: type 12 arrsize 0 // _LightMatrix0: type 21 arrsize 0 // _MainTex_ST: type 12 arrsize 0 // _Object2World: type 21 arrsize 0 // _World2Object: type 21 arrsize 0 // _WorldSpaceCameraPos: type 11 arrsize 0 // _WorldSpaceLightPos0: type 12 arrsize 0 // glstate_matrix_mvp: type 21 arrsize 0 // unity_Scale: type 12 arrsize 0