uniform sampler2D _BumpSpecMap; uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; uniform float _ShadowStrength; uniform vec3 _TranslucencyColor; uniform sampler2D _TranslucencyMap; uniform float _TranslucencyViewDependency; varying vec2 xlv_TEXCOORD0; varying vec4 xlv_COLOR0; varying vec3 xlv_TEXCOORD1; varying vec3 xlv_TEXCOORD2; varying vec2 xlv_TEXCOORD3; void main () { vec4 c_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0); vec4 tmpvar_3; tmpvar_3 = texture2D (_TranslucencyMap, xlv_TEXCOORD0); vec4 tmpvar_4; tmpvar_4 = texture2D (_BumpSpecMap, xlv_TEXCOORD0); vec4 normal_5; normal_5.xy = ((tmpvar_4.wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x) ) - (normal_5.y * normal_5.y))); float x_6; x_6 = (tmpvar_2.w - _Cutoff); if ((x_6 < 0.0)) { discard; }; vec3 tmpvar_7; tmpvar_7 = normalize(xlv_TEXCOORD2); vec4 c_8; float tmpvar_9; tmpvar_9 = dot (normal_5.xyz, xlv_TEXCOORD1); c_8.xyz = (((tmpvar_2.xyz * _Color.xyz) * xlv_COLOR0.w) * (( ((mix (clamp ( -(tmpvar_9) , 0.0, 1.0), clamp ( dot (tmpvar_7, -(xlv_TEXCOORD1)) , 0.0, 1.0), _TranslucencyViewDependency) * tmpvar_3.z) * _TranslucencyColor) * 2.0) + max (0.0, ((tmpvar_9 * 0.6) + 0.4) ))); c_8.xyz = ((c_8.xyz * _LightColor0.xyz) + (pow ( max (0.0, dot (normal_5.xyz, normalize((xlv_TEXCOORD1 + tmpvar_7)))) , (tmpvar_4.x * 128.0) ) * (tmpvar_3.w * _Color.x))); c_8.xyz = (c_8.xyz * mix (2.0, (texture2D (_LightTexture0, xlv_TEXCOORD3).w * 2.0), _ShadowStrength)); c_1.xyz = c_8.xyz; c_1.w = tmpvar_2.w; gl_FragData[0] = c_1; } // stats: 40 alu 5 tex 1 flow // inputs: 5 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_COLOR0 (high float) 4x1 [-1] // #2: xlv_TEXCOORD1 (high float) 3x1 [-1] // #3: xlv_TEXCOORD2 (high float) 3x1 [-1] // #4: xlv_TEXCOORD3 (high float) 2x1 [-1] // uniforms: 6 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // #2: _LightColor0 (high float) 4x1 [-1] // #3: _ShadowStrength (high float) 1x1 [-1] // #4: _TranslucencyColor (high float) 3x1 [-1] // #5: _TranslucencyViewDependency (high float) 1x1 [-1] // textures: 4 // #0: _BumpSpecMap (high 2d) 0x0 [-1] // #1: _LightTexture0 (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1] // #3: _TranslucencyMap (high 2d) 0x0 [-1]