uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _RimColor; uniform float _RimPower; uniform vec4 unity_Ambient; void main () { vec4 col_1; vec4 light_2; light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_2.xyz = (light_2.xyz + unity_Ambient.xyz); vec4 c_3; c_3.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz); c_3.w = 0.0; col_1.w = c_3.w; col_1.xyz = (c_3.xyz + (_RimColor.xyz * pow ( (1.0 - clamp (dot (normalize(gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)) , _RimPower))); gl_FragData[0] = col_1; } // stats: 12 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 3 (total size: 0) // #0: _RimColor (high float) 4x1 [-1] // #1: _RimPower (high float) 1x1 [-1] // #2: unity_Ambient (high float) 4x1 [-1] // textures: 2 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]