struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec3 vlight; vec4 _ShadowCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform sampler2D _ShadowMapTexture; uniform float _Shininess; uniform vec4 _SpecColor; float unitySampleShadow( in vec4 shadowCoord ); vec4 UnpackNormal( in vec4 packednormal ); void surf( in Input IN, inout SurfaceOutput o ); vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ); vec4 frag_surf( in v2f_surf IN ); float unitySampleShadow( in vec4 shadowCoord ) { float shadow; shadow = texture2DProj( _ShadowMapTexture, shadowCoord).x ; return shadow; } vec4 UnpackNormal( in vec4 packednormal ) { vec4 normal; normal.xy = ((packednormal.wy * 2.00000) - 1.00000); normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) ); return normal; } void surf( in Input IN, inout SurfaceOutput o ) { vec4 tex; tex = texture2D( _MainTex, IN.uv_MainTex); o.Albedo = (tex.xyz * _Color.xyz ); o.Gloss = tex.w ; o.Alpha = (tex.w * _Color.w ); o.Specular = _Shininess; o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap))); } vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) { vec3 h; float diff; float nh; float spec; vec4 c; h = normalize( (lightDir + viewDir) ); diff = max( 0.000000, dot( s.Normal, lightDir)); nh = max( 0.000000, dot( s.Normal, h)); spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss); c.xyz = ((((s.Albedo * _LightColor0.xyz ) * diff) + ((_LightColor0.xyz * _SpecColor.xyz ) * spec)) * (atten * 2.00000)); c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w ) * spec) * atten)); return c; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; float atten; vec4 c; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.uv_BumpMap = IN.hip_pack0.zw ; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; o.Gloss = 0.000000; surf( surfIN, o); atten = unitySampleShadow( IN._ShadowCoord); c = LightingBlinnPhong( o, IN.lightDir, normalize( vec3( IN.viewDir) ), atten); c.xyz += (o.Albedo * IN.vlight); return c; } varying vec4 xlv_FOG; void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.fog = float( xlv_FOG); xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]); xlt_IN.viewDir = vec3( gl_TexCoord[1]); xlt_IN.lightDir = vec3( gl_TexCoord[2]); xlt_IN.vlight = vec3( gl_TexCoord[3]); xlt_IN._ShadowCoord = vec4( gl_TexCoord[4]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }