uniform sampler2D _BumpMap; uniform vec4 _Color; uniform samplerCube _Cube; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[2]; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[4]; vec3 tmpvar_5; tmpvar_5 = gl_TexCoord[5].xyz; vec4 col_6; vec4 light_7; vec3 tmpvar_8; tmpvar_8.x = tmpvar_2.w; tmpvar_8.y = tmpvar_3.w; tmpvar_8.z = tmpvar_4.w; vec4 reflcol_9; vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal_11; normal_11.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_11.z = sqrt(((1.0 - (normal_11.x * normal_11.x) ) - (normal_11.y * normal_11.y))); vec3 tmpvar_12; tmpvar_12.x = dot (tmpvar_2.xyz, normal_11.xyz); tmpvar_12.y = dot (tmpvar_3.xyz, normal_11.xyz); tmpvar_12.z = dot (tmpvar_4.xyz, normal_11.xyz); reflcol_9 = (textureCube (_Cube, (tmpvar_8 - (2.0 * (dot (tmpvar_12, tmpvar_8) * tmpvar_12) ))) * tmpvar_10.w); light_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_7.xyz = (light_7.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_5.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_5.xy).xyz), vec3(clamp (tmpvar_5.z, 0.0, 1.0)))); vec4 c_13; c_13.xyz = ((tmpvar_10 * _Color).xyz * light_7.xyz); c_13.w = (reflcol_9.w * _ReflectColor.w); col_6.w = c_13.w; col_6.xyz = (c_13.xyz + (reflcol_9.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_6; } // stats: 27 alu 6 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [6] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _ReflectColor (high float) 4x1 [-1] // textures: 6 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _Cube (high cube) 0x0 [-1] // #2: _LightBuffer (high 2d) 0x0 [-1] // #3: _MainTex (high 2d) 0x0 [-1] // #4: unity_Lightmap (high 2d) 0x0 [-1] // #5: unity_LightmapInd (high 2d) 0x0 [-1]