void xll_clip(float x) { if ( x<0.0 ) discard; } float xll_saturate( float x) { return clamp( x, 0.0, 1.0); } vec2 xll_saturate( vec2 x) { return clamp( x, 0.0, 1.0); } vec3 xll_saturate( vec3 x) { return clamp( x, 0.0, 1.0); } vec4 xll_saturate( vec4 x) { return clamp( x, 0.0, 1.0); } mat2 xll_saturate(mat2 m) { return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); } mat3 xll_saturate(mat3 m) { return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0)); } mat4 xll_saturate(mat4 m) { return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0)); } 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; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 hip_screen; vec3 hip_lmapFade; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _Color; uniform float _Cutoff; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void surf( in Input IN, inout SurfaceOutput o ); vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in vec4 light ); vec3 DecodeLightmap( in vec4 color ); vec4 frag_surf( in v2f_surf IN ); void surf( in Input IN, inout SurfaceOutput o ) { vec4 tex; tex = texture2D( _MainTex, IN.uv_MainTex); o.Albedo = (tex.xyz * _Color.xyz ); o.Gloss = tex.w ; o.Alpha = (tex.w * _Color.w ); o.Specular = _Shininess; } vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in vec4 light ) { float spec; vec4 c; spec = (light.w * s.Gloss); c.xyz = ((s.Albedo * light.xyz ) + ((light.xyz * _SpecColor.xyz ) * spec)); c.w = (s.Alpha + (spec * _SpecColor.w )); return c; } vec3 DecodeLightmap( in vec4 color ) { return (2.00000 * color.xyz ); } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec4 light; vec3 lmFull; vec3 lmIndirect; vec3 lm; vec4 col; 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; surf( surfIN, o); xll_clip( (o.Alpha - _Cutoff) ); light = texture2DProj( _LightBuffer, IN.hip_screen); light = ( -log2( light ) ); lmFull = DecodeLightmap( texture2D( unity_Lightmap, IN.hip_lmapFade.xy )); lmIndirect = DecodeLightmap( texture2D( unity_LightmapInd, IN.hip_lmapFade.xy )); lm = mix( lmIndirect, lmFull, vec3( xll_saturate( IN.hip_lmapFade.z ))); light.xyz += lm; col = LightingBlinnPhong_PrePass( o, light); return col; } 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.hip_screen = vec4( gl_TexCoord[1]); xlt_IN.hip_lmapFade = vec3( gl_TexCoord[2]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }