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; vec3 worldRefl; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec3 viewDir; vec4 _LightCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _Color; uniform samplerCube _Cube; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform float _Shininess; uniform vec4 _SpecColor; void surf( in Input IN, inout SurfaceOutput o ); float UnitySpotCookie( in vec4 LightCoord ); float UnitySpotAttenuate( in vec3 LightCoord ); vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ); vec4 frag_surf( in v2f_surf IN ); void surf( in Input IN, inout SurfaceOutput o ) { vec4 tex; vec4 c; vec4 reflcol; tex = texture2D( _MainTex, IN.uv_MainTex); c = (tex * _Color); o.Albedo = c.xyz ; o.Gloss = tex.w ; o.Specular = _Shininess; reflcol = textureCube( _Cube, IN.worldRefl); reflcol *= tex.w ; o.Emission = (reflcol.xyz * _ReflectColor.xyz ); o.Alpha = (reflcol.w * _ReflectColor.w ); } float UnitySpotCookie( in vec4 LightCoord ) { return texture2D( _LightTexture0, ((LightCoord.xy / LightCoord.w ) + 0.500000)).w ; } float UnitySpotAttenuate( in vec3 LightCoord ) { return texture2D( _LightTextureB0, vec2( vec2( dot( LightCoord, LightCoord)))).w ; } 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; vec3 lightDir; vec4 c; surfIN.uv_MainTex = IN.hip_pack0.xy ; 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); lightDir = IN.lightDir; lightDir = normalize( lightDir ); c = LightingBlinnPhong( o, lightDir, normalize( vec3( IN.viewDir) ), ((float( (IN._LightCoord.z > 0.000000) ) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz ))); c.w = 0.000000; 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.normal = vec3( gl_TexCoord[1]); xlt_IN.lightDir = vec3( gl_TexCoord[2]); xlt_IN.viewDir = vec3( gl_TexCoord[3]); xlt_IN._LightCoord = vec4( gl_TexCoord[4]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }