void xll_clip(float x) { if ( x<0.0 ) discard; } 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 appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 normal; vec3 vlight; vec4 _ShadowCoord; }; uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform sampler2D _ShadowMapTexture; uniform vec4 _WorldSpaceLightPos0; float unitySampleShadow( in vec4 shadowCoord ); void surf( in Input IN, inout SurfaceOutput o ); vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ); vec4 frag_surf( in v2f_surf IN ); float unitySampleShadow( in vec4 shadowCoord ) { float shadow; shadow = texture2DProj( _ShadowMapTexture, shadowCoord).x ; return shadow; } void surf( in Input IN, inout SurfaceOutput o ) { vec4 c; c = (texture2D( _MainTex, IN.uv_MainTex) * IN.color); o.Albedo = c.xyz ; o.Alpha = c.w ; } vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) { float diff; vec4 c; diff = max( 0.000000, dot( s.Normal, lightDir)); c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000)); c.w = s.Alpha; 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.color = IN.lop_color; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; o.Gloss = 0.000000; o.Normal = IN.normal; surf( surfIN, o); xll_clip( (o.Alpha - _Cutoff) ); atten = unitySampleShadow( IN._ShadowCoord); c = LightingLambert( o, _WorldSpaceLightPos0.xyz , atten); c.xyz += (o.Albedo * IN.vlight); c.w = o.Alpha; 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 = vec2( gl_TexCoord[0]); xlt_IN.lop_color = vec4( gl_Color); xlt_IN.normal = vec3( gl_TexCoord[1]); xlt_IN.vlight = vec3( gl_TexCoord[2]); xlt_IN._ShadowCoord = vec4( gl_TexCoord[3]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }