uniform vec4 _Color; uniform float _Cutoff; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light_2; vec4 c_3; c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); float x_4; x_4 = (c_3.w - _Cutoff); if ((x_4 < 0.0)) { discard; }; light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.xyz = (light_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0)))); vec4 c_5; c_5.xyz = (c_3.xyz * light_2.xyz); c_5.w = c_3.w; gl_FragData[0] = c_5; } // stats: 11 alu 5 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // textures: 4 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: unity_Lightmap (high 2d) 0x0 [-1] // #3: unity_LightmapInd (high 2d) 0x0 [-1]