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 LeafSurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Translucency; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; }; uniform sampler2D _BumpSpecMap; uniform sampler2D _MainTex; uniform sampler2D _TranslucencyMap; vec4 UnpackNormal( in vec4 packednormal ); void surf( in Input IN, inout SurfaceOutput o ); vec4 frag_surf( in v2f_surf IN ); 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 c; vec4 trngls; vec4 norspc; c = texture2D( _MainTex, IN.uv_MainTex); o.Albedo = (c.xyz * IN.color.xyz ); trngls = texture2D( _TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.w ; o.Alpha = IN.color.w ; norspc = texture2D( _BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.x ; o.Normal = vec3( UnpackNormal( norspc)); } vec4 frag_surf( in v2f_surf IN ) { SurfaceOutput o; Input surfIN; 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); return vec4( 0.000000); } void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }