#version 300 es out mediump vec4 _fragData; uniform lowp vec4 UNITY_LIGHTMODEL_AMBIENT; uniform sampler2D _BumpSpecMap; uniform lowp float _Cutoff; uniform sampler2D _MainTex; uniform lowp vec4 _SpecColor; uniform highp vec4 _TerrainTreeLightColors[4]; uniform lowp vec3 _TranslucencyColor; uniform sampler2D _TranslucencyMap; in highp vec2 xlv_TEXCOORD0; in highp vec3 xlv_TEXCOORD1; in highp vec3 xlv_TEXCOORD2; in highp vec3 xlv_TEXCOORD3; in highp vec3 xlv_TEXCOORD4; void main () { lowp vec4 c_1; mediump float nh_2; mediump float nl_3; mediump vec3 lightColor_4; mediump vec3 backContribs_5; mediump vec3 light_6; mediump float gloss_7; mediump float specular_8; lowp vec3 albedo_9; lowp vec4 tmpvar_10; tmpvar_10 = texture (_MainTex, xlv_TEXCOORD0); lowp float x_11; x_11 = (tmpvar_10.w - _Cutoff); if ((x_11 < 0.0)) { discard; }; albedo_9 = (tmpvar_10.xyz * xlv_TEXCOORD1); lowp vec4 tmpvar_12; tmpvar_12 = texture (_BumpSpecMap, xlv_TEXCOORD0); specular_8 = (tmpvar_12.x * 128.0); lowp vec4 tmpvar_13; tmpvar_13 = texture (_TranslucencyMap, xlv_TEXCOORD0); gloss_7 = tmpvar_13.w; light_6 = (UNITY_LIGHTMODEL_AMBIENT.xyz * albedo_9); backContribs_5 = (xlv_TEXCOORD2 * tmpvar_13.z); lightColor_4 = _TerrainTreeLightColors[0].xyz; nl_3 = xlv_TEXCOORD3.x; nh_2 = xlv_TEXCOORD4.x; light_6 = (light_6 + (( (albedo_9 * ((backContribs_5.x * _TranslucencyColor) + nl_3)) + (_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7)) ) * lightColor_4)); lightColor_4 = _TerrainTreeLightColors[1].xyz; nl_3 = xlv_TEXCOORD3.y; nh_2 = xlv_TEXCOORD4.y; light_6 = (light_6 + (( (albedo_9 * ((backContribs_5.y * _TranslucencyColor) + nl_3)) + (_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7)) ) * lightColor_4)); lightColor_4 = _TerrainTreeLightColors[2].xyz; nl_3 = xlv_TEXCOORD3.z; nh_2 = xlv_TEXCOORD4.z; light_6 = (light_6 + (( (albedo_9 * ((backContribs_5.z * _TranslucencyColor) + nl_3)) + (_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7)) ) * lightColor_4)); c_1.xyz = (light_6 * 2.0); c_1.w = 1.0; _fragData = c_1; } // stats: 35 alu 4 tex 1 flow // inputs: 5 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD1 (high float) 3x1 [-1] // #2: xlv_TEXCOORD2 (high float) 3x1 [-1] // #3: xlv_TEXCOORD3 (high float) 3x1 [-1] // #4: xlv_TEXCOORD4 (high float) 3x1 [-1] // uniforms: 5 (total size: 0) // #0: UNITY_LIGHTMODEL_AMBIENT (low float) 4x1 [-1] // #1: _Cutoff (low float) 1x1 [-1] // #2: _SpecColor (low float) 4x1 [-1] // #3: _TerrainTreeLightColors (high float) 4x1 [4] // #4: _TranslucencyColor (low float) 3x1 [-1] // textures: 3 // #0: _BumpSpecMap (low 2d) 0x0 [-1] // #1: _MainTex (low 2d) 0x0 [-1] // #2: _TranslucencyMap (low 2d) 0x0 [-1]