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 appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct Input { vec3 foo; }; struct v2f_surf { vec4 pos; float fog; vec3 cust_foo; vec4 hip_screen; vec3 hip_lmapFade; }; uniform vec4 _ProjectionParams; uniform vec4 unity_LightmapFade; uniform vec4 unity_LightmapST; void vert( inout appdata_full v, out Input o ); void PositionFog( in vec4 v, out vec4 pos, out float fog ); vec4 ComputeScreenPos( in vec4 pos ); v2f_surf vert_surf( in appdata_full v ); void vert( inout appdata_full v, out Input o ) { o.foo = ((v.normal * 0.500000) + 0.500000); } void PositionFog( in vec4 v, out vec4 pos, out float fog ) { pos = ( gl_ModelViewProjectionMatrix * v ); fog = pos.z ; } vec4 ComputeScreenPos( in vec4 pos ) { vec4 o; o = (pos * 0.500000); o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w ); o.zw = pos.zw ; return o; } v2f_surf vert_surf( in appdata_full v ) { Input customInputData; v2f_surf o; vert( v, customInputData); o.cust_foo = customInputData.foo; PositionFog( v.vertex, o.pos, o.fog); o.hip_screen = ComputeScreenPos( o.pos); o.hip_lmapFade.xy = ((v.texcoord1.xy * unity_LightmapST.xy ) + unity_LightmapST.zw ); o.hip_lmapFade.z = ((( -( gl_ModelViewMatrix * v.vertex ).z ) * unity_LightmapFade.z ) + unity_LightmapFade.w ); return o; } attribute vec4 TANGENT; varying vec4 xlv_FOG; void main() { v2f_surf xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.tangent = vec4( TANGENT); xlt_v.normal = vec3( gl_Normal); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xlt_v.texcoord1 = vec4( gl_MultiTexCoord1); xlt_v.color = vec4( gl_Color); xl_retval = vert_surf( xlt_v); gl_Position = vec4( xl_retval.pos); xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0); gl_TexCoord[0] = vec4( xl_retval.cust_foo, 0.0); gl_TexCoord[1] = vec4( xl_retval.hip_screen); gl_TexCoord[2] = vec4( xl_retval.hip_lmapFade, 0.0); }