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; vec2 uv_BumpMap; vec2 uv_Illum; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec4 _LightCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _Illum; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; vec4 UnpackNormal( in vec4 packednormal ); vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ); void surf( in Input IN, inout SurfaceOutput o ); float UnitySpotCookie( in vec4 LightCoord ); float UnitySpotAttenuate( in vec3 LightCoord ); vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ); 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; } vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ) { vec3 v; h = ((h * height) - (height / 2.00000)); v = normalize( viewDir ); v.z += 0.420000; return (h * (v.xy / v.z )); } void surf( in Input IN, inout SurfaceOutput o ) { float h; vec2 offset; vec4 c; h = texture2D( _ParallaxMap, IN.uv_BumpMap).w ; offset = ParallaxOffset( h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; IN.uv_Illum += offset; c = (texture2D( _MainTex, IN.uv_MainTex) * _Color); o.Albedo = c.xyz ; o.Emission = (c.xyz * texture2D( _Illum, IN.uv_Illum).w ); o.Alpha = c.w ; o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap))); } 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 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; vec3 lightDir; vec4 c; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.uv_BumpMap = IN.hip_pack0.zw ; surfIN.viewDir = IN.viewDir; 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); lightDir = IN.lightDir; lightDir = normalize( lightDir ); c = LightingLambert( o, lightDir, ((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 = vec4( gl_TexCoord[0]); xlt_IN.viewDir = vec3( gl_TexCoord[1]); xlt_IN.lightDir = vec3( gl_TexCoord[2]); xlt_IN._LightCoord = vec4( gl_TexCoord[3]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }