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 MySurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; vec3 GlossColor; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_SpecMap; }; struct v2f_surf { vec4 pos; float fog; vec4 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 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform sampler2D _SpecMap; void surf( in Input IN, inout MySurfaceOutput o ); float UnitySpotCookie( in vec4 LightCoord ); float UnitySpotAttenuate( in vec3 LightCoord ); vec4 LightingColoredSpecular( in MySurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ); vec4 frag_surf( in v2f_surf IN ); void surf( in Input IN, inout MySurfaceOutput o ) { vec4 spec; o.Albedo = (texture2D( _MainTex, IN.uv_MainTex).xyz * 0.300000); spec = texture2D( _SpecMap, IN.uv_SpecMap); o.GlossColor = spec.xyz ; o.Specular = 0.250000; } 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 LightingColoredSpecular( in MySurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) { vec3 h; float diff; float nh; float spec; vec3 specCol; 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, 32.0000); specCol = (spec * s.GlossColor); c.xyz = ((((s.Albedo * _LightColor0.xyz ) * diff) + (_LightColor0.xyz * specCol)) * (atten * 2.00000)); c.w = s.Alpha; return c; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; MySurfaceOutput o; vec3 lightDir; vec4 c; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.uv_SpecMap = IN.hip_pack0.zw ; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; o.Normal = IN.normal; surf( surfIN, o); lightDir = IN.lightDir; lightDir = normalize( lightDir ); c = LightingColoredSpecular( 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 = vec4( 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); }