uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _RimColor; uniform float _RimPower; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[4].xyz; vec4 col_2; vec4 light_3; light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_3.xyz = (light_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0)))); vec4 c_4; c_4.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_3.xyz); c_4.w = 0.0; col_2.w = c_4.w; col_2.xyz = (c_4.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_2; } // stats: 16 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 2 (total size: 0) // #0: _RimColor (high float) 4x1 [-1] // #1: _RimPower (high float) 1x1 [-1] // textures: 4 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: unity_Lightmap (high 2d) 0x0 [-1] // #3: unity_LightmapInd (high 2d) 0x0 [-1]