Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" { Properties { _MainTex ("Main Texture", 2D) = "white" {} } SubShader { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Unlit" } Pass { Name "TerrainDetailVertex" LOD 100 Tags { "IGNOREPROJECTOR" = "true" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Unlit" } GpuProgramID 18668 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma shader_feature _ADDITIONAL_LIGHTS #pragma multi_compile _ _LIGHT_COOKIES #pragma shader_feature _MAIN_LIGHT_SHADOWS #pragma shader_feature _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _SHADOWS_SOFT #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS #ifndef STEREO_INSTANCING_ON #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4 unity_LightData; float4x4 _MainLightWorldToShadow[5]; static float4 vertex_uniform_buffer_0[131]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[20]; static float4 gl_Position; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float3 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 float4 gl_Position : SV_Position; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; precise float vertex_unnamed_95 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_96 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_97 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; float vertex_unnamed_114 = clamp(dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); precise float vertex_unnamed_115 = vertex_unnamed_114 * vertex_unnamed_95; precise float vertex_unnamed_116 = vertex_unnamed_114 * vertex_unnamed_96; precise float vertex_unnamed_117 = vertex_unnamed_114 * vertex_unnamed_97; vertex_output_3.x = vertex_unnamed_115; vertex_output_3.y = vertex_unnamed_116; vertex_output_3.z = vertex_unnamed_117; vertex_output_3.w = 0.0f; vertex_output_4.w = 0.0f; precise float vertex_unnamed_130 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_131 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_132 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_158 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_130)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_159 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_131)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_160 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_132)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_166 = vertex_unnamed_159 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_167 = vertex_unnamed_159 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_168 = vertex_unnamed_159 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_190 = mad(vertex_uniform_buffer_2[2u].x, vertex_unnamed_160, mad(vertex_uniform_buffer_2[0u].x, vertex_unnamed_158, vertex_unnamed_166)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_191 = mad(vertex_uniform_buffer_2[2u].y, vertex_unnamed_160, mad(vertex_uniform_buffer_2[0u].y, vertex_unnamed_158, vertex_unnamed_167)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_192 = mad(vertex_uniform_buffer_2[2u].z, vertex_unnamed_160, mad(vertex_uniform_buffer_2[0u].z, vertex_unnamed_158, vertex_unnamed_168)) + vertex_uniform_buffer_2[3u].z; vertex_output_4.x = vertex_unnamed_190; vertex_output_4.y = vertex_unnamed_191; vertex_output_4.z = vertex_unnamed_192; vertex_output_5.x = vertex_input_3.x; vertex_output_5.y = vertex_input_3.y; vertex_output_5.z = vertex_input_3.z; vertex_output_5.w = 0.0f; vertex_output_6.x = vertex_unnamed_158; vertex_output_6.y = vertex_unnamed_159; vertex_output_6.z = vertex_unnamed_160; precise float vertex_unnamed_216 = vertex_unnamed_159 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_217 = vertex_unnamed_159 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_218 = vertex_unnamed_159 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_219 = vertex_unnamed_159 * vertex_uniform_buffer_0[80u].w; precise float vertex_unnamed_249 = mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_160, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_158, vertex_unnamed_216)) + vertex_uniform_buffer_0[82u].x; precise float vertex_unnamed_250 = mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_160, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_158, vertex_unnamed_217)) + vertex_uniform_buffer_0[82u].y; precise float vertex_unnamed_251 = mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_160, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_158, vertex_unnamed_218)) + vertex_uniform_buffer_0[82u].z; precise float vertex_unnamed_252 = mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_160, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_158, vertex_unnamed_219)) + vertex_uniform_buffer_0[82u].w; gl_Position.x = vertex_unnamed_249; gl_Position.y = vertex_unnamed_250; gl_Position.z = vertex_unnamed_251; gl_Position.w = vertex_unnamed_252; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_0[130] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); vertex_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); vertex_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); vertex_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); vertex_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); vertex_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); vertex_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); vertex_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); vertex_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); vertex_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); vertex_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); vertex_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); vertex_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); vertex_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); vertex_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); vertex_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); vertex_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); vertex_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); vertex_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); vertex_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS #endif // !STEREO_INSTANCING_ON #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4 unity_LightData; float4x4 unity_StereoMatrixVP[2]; float4x4 _MainLightWorldToShadow[5]; static float4 vertex_uniform_buffer_0[100]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[40]; static float4 vertex_uniform_buffer_3[20]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float3 vertex_output_6; static uint vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 uint vertex_output_8 : SV_InstanceID; // SV_InstanceID float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; precise float vertex_unnamed_105 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_106 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_107 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; float vertex_unnamed_124 = clamp(dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); precise float vertex_unnamed_125 = vertex_unnamed_124 * vertex_unnamed_105; precise float vertex_unnamed_126 = vertex_unnamed_124 * vertex_unnamed_106; precise float vertex_unnamed_127 = vertex_unnamed_124 * vertex_unnamed_107; vertex_output_3.x = vertex_unnamed_125; vertex_output_3.y = vertex_unnamed_126; vertex_output_3.z = vertex_unnamed_127; vertex_output_3.w = 0.0f; vertex_output_4.w = 0.0f; precise float vertex_unnamed_140 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_141 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_142 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_168 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_140)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_169 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_141)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_170 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_142)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_176 = vertex_unnamed_169 * vertex_uniform_buffer_3[1u].x; precise float vertex_unnamed_177 = vertex_unnamed_169 * vertex_uniform_buffer_3[1u].y; precise float vertex_unnamed_178 = vertex_unnamed_169 * vertex_uniform_buffer_3[1u].z; precise float vertex_unnamed_200 = mad(vertex_uniform_buffer_3[2u].x, vertex_unnamed_170, mad(vertex_uniform_buffer_3[0u].x, vertex_unnamed_168, vertex_unnamed_176)) + vertex_uniform_buffer_3[3u].x; precise float vertex_unnamed_201 = mad(vertex_uniform_buffer_3[2u].y, vertex_unnamed_170, mad(vertex_uniform_buffer_3[0u].y, vertex_unnamed_168, vertex_unnamed_177)) + vertex_uniform_buffer_3[3u].y; precise float vertex_unnamed_202 = mad(vertex_uniform_buffer_3[2u].z, vertex_unnamed_170, mad(vertex_uniform_buffer_3[0u].z, vertex_unnamed_168, vertex_unnamed_178)) + vertex_uniform_buffer_3[3u].z; vertex_output_4.x = vertex_unnamed_200; vertex_output_4.y = vertex_unnamed_201; vertex_output_4.z = vertex_unnamed_202; vertex_output_5.x = vertex_input_3.x; vertex_output_5.y = vertex_input_3.y; vertex_output_5.z = vertex_input_3.z; vertex_output_5.w = 0.0f; vertex_output_6.x = vertex_unnamed_168; vertex_output_6.y = vertex_unnamed_169; vertex_output_6.z = vertex_unnamed_170; uint vertex_unnamed_223 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_224 = vertex_unnamed_223 << 2u; gl_Layer = int(vertex_unnamed_223); uint vertex_unnamed_225 = vertex_unnamed_224 + 33u; precise float vertex_unnamed_233 = vertex_unnamed_169 * vertex_uniform_buffer_2[vertex_unnamed_225].x; precise float vertex_unnamed_234 = vertex_unnamed_169 * vertex_uniform_buffer_2[vertex_unnamed_225].y; precise float vertex_unnamed_235 = vertex_unnamed_169 * vertex_uniform_buffer_2[vertex_unnamed_225].z; precise float vertex_unnamed_236 = vertex_unnamed_169 * vertex_uniform_buffer_2[vertex_unnamed_225].w; uint vertex_unnamed_237 = vertex_unnamed_224 + 32u; uint vertex_unnamed_249 = vertex_unnamed_224 + 34u; uint vertex_unnamed_261 = vertex_unnamed_224 + 35u; precise float vertex_unnamed_269 = mad(vertex_uniform_buffer_2[vertex_unnamed_249].x, vertex_unnamed_170, mad(vertex_uniform_buffer_2[vertex_unnamed_237].x, vertex_unnamed_168, vertex_unnamed_233)) + vertex_uniform_buffer_2[vertex_unnamed_261].x; precise float vertex_unnamed_270 = mad(vertex_uniform_buffer_2[vertex_unnamed_249].y, vertex_unnamed_170, mad(vertex_uniform_buffer_2[vertex_unnamed_237].y, vertex_unnamed_168, vertex_unnamed_234)) + vertex_uniform_buffer_2[vertex_unnamed_261].y; precise float vertex_unnamed_271 = mad(vertex_uniform_buffer_2[vertex_unnamed_249].z, vertex_unnamed_170, mad(vertex_uniform_buffer_2[vertex_unnamed_237].z, vertex_unnamed_168, vertex_unnamed_235)) + vertex_uniform_buffer_2[vertex_unnamed_261].z; precise float vertex_unnamed_272 = mad(vertex_uniform_buffer_2[vertex_unnamed_249].w, vertex_unnamed_170, mad(vertex_uniform_buffer_2[vertex_unnamed_237].w, vertex_unnamed_168, vertex_unnamed_236)) + vertex_uniform_buffer_2[vertex_unnamed_261].w; gl_Position.x = vertex_unnamed_269; gl_Position.y = vertex_unnamed_270; gl_Position.z = vertex_unnamed_271; gl_Position.w = vertex_unnamed_272; vertex_output_8 = 0u; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_2[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_2[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_2[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_2[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_2[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_2[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_2[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); vertex_uniform_buffer_3[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); vertex_uniform_buffer_3[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); vertex_uniform_buffer_3[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); vertex_uniform_buffer_3[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); vertex_uniform_buffer_3[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); vertex_uniform_buffer_3[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); vertex_uniform_buffer_3[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); vertex_uniform_buffer_3[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); vertex_uniform_buffer_3[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); vertex_uniform_buffer_3[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); vertex_uniform_buffer_3[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); vertex_uniform_buffer_3[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); vertex_uniform_buffer_3[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); vertex_uniform_buffer_3[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); vertex_uniform_buffer_3[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); vertex_uniform_buffer_3[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); vertex_uniform_buffer_3[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); vertex_uniform_buffer_3[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); vertex_uniform_buffer_3[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef STEREO_INSTANCING_ON #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4 unity_LightData; static float4 vertex_uniform_buffer_0[131]; static float4 vertex_uniform_buffer_1[12]; static float4 gl_Position; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_5 : TEXCOORD6; // TEXCOORD_6 float4 gl_Position : SV_Position; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; precise float vertex_unnamed_89 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_90 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_91 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; float vertex_unnamed_108 = clamp(dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); precise float vertex_unnamed_109 = vertex_unnamed_108 * vertex_unnamed_89; precise float vertex_unnamed_110 = vertex_unnamed_108 * vertex_unnamed_90; precise float vertex_unnamed_111 = vertex_unnamed_108 * vertex_unnamed_91; vertex_output_3.x = vertex_unnamed_109; vertex_output_3.y = vertex_unnamed_110; vertex_output_3.z = vertex_unnamed_111; vertex_output_3.w = 0.0f; vertex_output_4.x = vertex_input_3.x; vertex_output_4.y = vertex_input_3.y; vertex_output_4.z = vertex_input_3.z; vertex_output_4.w = 0.0f; precise float vertex_unnamed_133 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_134 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_135 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_161 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_133)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_162 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_134)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_163 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_135)) + vertex_uniform_buffer_1[3u].z; vertex_output_5.x = vertex_unnamed_161; vertex_output_5.y = vertex_unnamed_162; vertex_output_5.z = vertex_unnamed_163; precise float vertex_unnamed_174 = vertex_unnamed_162 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_175 = vertex_unnamed_162 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_176 = vertex_unnamed_162 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_177 = vertex_unnamed_162 * vertex_uniform_buffer_0[80u].w; precise float vertex_unnamed_207 = mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_163, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_161, vertex_unnamed_174)) + vertex_uniform_buffer_0[82u].x; precise float vertex_unnamed_208 = mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_163, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_161, vertex_unnamed_175)) + vertex_uniform_buffer_0[82u].y; precise float vertex_unnamed_209 = mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_163, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_161, vertex_unnamed_176)) + vertex_uniform_buffer_0[82u].z; precise float vertex_unnamed_210 = mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_163, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_161, vertex_unnamed_177)) + vertex_uniform_buffer_0[82u].w; gl_Position.x = vertex_unnamed_207; gl_Position.y = vertex_unnamed_208; gl_Position.z = vertex_unnamed_209; gl_Position.w = vertex_unnamed_210; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_0[130] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !STEREO_INSTANCING_ON #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4 unity_LightData; float4x4 unity_StereoMatrixVP[2]; static float4 vertex_uniform_buffer_0[100]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[40]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static uint vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_5 : TEXCOORD6; // TEXCOORD_6 uint vertex_output_7 : SV_InstanceID; // SV_InstanceID float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; precise float vertex_unnamed_99 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_100 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_101 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; float vertex_unnamed_118 = clamp(dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); precise float vertex_unnamed_119 = vertex_unnamed_118 * vertex_unnamed_99; precise float vertex_unnamed_120 = vertex_unnamed_118 * vertex_unnamed_100; precise float vertex_unnamed_121 = vertex_unnamed_118 * vertex_unnamed_101; vertex_output_3.x = vertex_unnamed_119; vertex_output_3.y = vertex_unnamed_120; vertex_output_3.z = vertex_unnamed_121; vertex_output_3.w = 0.0f; vertex_output_4.x = vertex_input_3.x; vertex_output_4.y = vertex_input_3.y; vertex_output_4.z = vertex_input_3.z; vertex_output_4.w = 0.0f; precise float vertex_unnamed_143 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_144 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_145 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_171 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_143)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_172 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_144)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_173 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_145)) + vertex_uniform_buffer_1[3u].z; vertex_output_5.x = vertex_unnamed_171; vertex_output_5.y = vertex_unnamed_172; vertex_output_5.z = vertex_unnamed_173; uint vertex_unnamed_181 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_182 = vertex_unnamed_181 << 2u; gl_Layer = int(vertex_unnamed_181); uint vertex_unnamed_183 = vertex_unnamed_182 + 33u; precise float vertex_unnamed_191 = vertex_unnamed_172 * vertex_uniform_buffer_2[vertex_unnamed_183].x; precise float vertex_unnamed_192 = vertex_unnamed_172 * vertex_uniform_buffer_2[vertex_unnamed_183].y; precise float vertex_unnamed_193 = vertex_unnamed_172 * vertex_uniform_buffer_2[vertex_unnamed_183].z; precise float vertex_unnamed_194 = vertex_unnamed_172 * vertex_uniform_buffer_2[vertex_unnamed_183].w; uint vertex_unnamed_195 = vertex_unnamed_182 + 32u; uint vertex_unnamed_207 = vertex_unnamed_182 + 34u; uint vertex_unnamed_219 = vertex_unnamed_182 + 35u; precise float vertex_unnamed_227 = mad(vertex_uniform_buffer_2[vertex_unnamed_207].x, vertex_unnamed_173, mad(vertex_uniform_buffer_2[vertex_unnamed_195].x, vertex_unnamed_171, vertex_unnamed_191)) + vertex_uniform_buffer_2[vertex_unnamed_219].x; precise float vertex_unnamed_228 = mad(vertex_uniform_buffer_2[vertex_unnamed_207].y, vertex_unnamed_173, mad(vertex_uniform_buffer_2[vertex_unnamed_195].y, vertex_unnamed_171, vertex_unnamed_192)) + vertex_uniform_buffer_2[vertex_unnamed_219].y; precise float vertex_unnamed_229 = mad(vertex_uniform_buffer_2[vertex_unnamed_207].z, vertex_unnamed_173, mad(vertex_uniform_buffer_2[vertex_unnamed_195].z, vertex_unnamed_171, vertex_unnamed_193)) + vertex_uniform_buffer_2[vertex_unnamed_219].z; precise float vertex_unnamed_230 = mad(vertex_uniform_buffer_2[vertex_unnamed_207].w, vertex_unnamed_173, mad(vertex_uniform_buffer_2[vertex_unnamed_195].w, vertex_unnamed_171, vertex_unnamed_194)) + vertex_uniform_buffer_2[vertex_unnamed_219].w; gl_Position.x = vertex_unnamed_227; gl_Position.y = vertex_unnamed_228; gl_Position.z = vertex_unnamed_229; gl_Position.w = vertex_unnamed_230; vertex_output_7 = 0u; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_2[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_2[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_2[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_2[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_2[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_2[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_2[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS #ifndef STEREO_INSTANCING_ON #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_56 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_56; float fragment_unnamed_65 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_62); precise float fragment_unnamed_79 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_80 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_81 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_82 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_129 = asfloat(1065353216u); precise float fragment_unnamed_160 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_65, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_79, fragment_unnamed_80, fragment_unnamed_81, fragment_unnamed_82))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_129)); precise float fragment_unnamed_161 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_65, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_79, fragment_unnamed_80, fragment_unnamed_81, fragment_unnamed_82))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_129)); precise float fragment_unnamed_162 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_65, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_79, fragment_unnamed_80, fragment_unnamed_81, fragment_unnamed_82))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_129)); precise float fragment_unnamed_180 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_181 = fragment_unnamed_180 + 1.0f; float fragment_unnamed_201 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_181))); float4 fragment_unnamed_221 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_227 = mad(fragment_input_3.x, fragment_unnamed_201, fragment_unnamed_160) * fragment_unnamed_221.x; precise float fragment_unnamed_228 = mad(fragment_input_3.y, fragment_unnamed_201, fragment_unnamed_161) * fragment_unnamed_221.y; precise float fragment_unnamed_229 = mad(fragment_input_3.z, fragment_unnamed_201, fragment_unnamed_162) * fragment_unnamed_221.z; fragment_output_0.x = fragment_unnamed_227; fragment_output_0.y = fragment_unnamed_228; fragment_output_0.z = fragment_unnamed_229; fragment_output_0.w = fragment_unnamed_221.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS #endif // !STEREO_INSTANCING_ON #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_59 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_65 = (-0.0f) - fragment_unnamed_59; float fragment_unnamed_68 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_65); precise float fragment_unnamed_82 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_83 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_84 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_85 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_132 = asfloat(1065353216u); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_68, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_82, fragment_unnamed_83, fragment_unnamed_84, fragment_unnamed_85))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_132)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_68, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_82, fragment_unnamed_83, fragment_unnamed_84, fragment_unnamed_85))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_132)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_68, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_82, fragment_unnamed_83, fragment_unnamed_84, fragment_unnamed_85))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_132)); precise float fragment_unnamed_183 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_184 = fragment_unnamed_183 + 1.0f; float fragment_unnamed_204 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_184))); float4 fragment_unnamed_224 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_230 = mad(fragment_input_3.x, fragment_unnamed_204, fragment_unnamed_163) * fragment_unnamed_224.x; precise float fragment_unnamed_231 = mad(fragment_input_3.y, fragment_unnamed_204, fragment_unnamed_164) * fragment_unnamed_224.y; precise float fragment_unnamed_232 = mad(fragment_input_3.z, fragment_unnamed_204, fragment_unnamed_165) * fragment_unnamed_224.z; fragment_output_0.x = fragment_unnamed_230; fragment_output_0.y = fragment_unnamed_231; fragment_output_0.z = fragment_unnamed_232; fragment_output_0.w = fragment_unnamed_224.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef STEREO_INSTANCING_ON #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_64 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_69 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_70 = fragment_input_5.x + fragment_unnamed_64; precise float fragment_unnamed_71 = fragment_input_5.y + fragment_unnamed_67; precise float fragment_unnamed_72 = fragment_input_5.z + fragment_unnamed_69; precise float fragment_unnamed_86 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_88 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_90 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_91 = fragment_input_5.x + fragment_unnamed_86; precise float fragment_unnamed_92 = fragment_input_5.y + fragment_unnamed_88; precise float fragment_unnamed_93 = fragment_input_5.z + fragment_unnamed_90; precise float fragment_unnamed_107 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_109 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_111 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_112 = fragment_input_5.x + fragment_unnamed_107; precise float fragment_unnamed_113 = fragment_input_5.y + fragment_unnamed_109; precise float fragment_unnamed_114 = fragment_input_5.z + fragment_unnamed_111; precise float fragment_unnamed_128 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_130 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_132 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_133 = fragment_input_5.x + fragment_unnamed_128; precise float fragment_unnamed_134 = fragment_input_5.y + fragment_unnamed_130; precise float fragment_unnamed_135 = fragment_input_5.z + fragment_unnamed_132; bool fragment_unnamed_147 = dot(float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_148 = dot(float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93), float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_149 = dot(float3(fragment_unnamed_112, fragment_unnamed_113, fragment_unnamed_114), float3(fragment_unnamed_112, fragment_unnamed_113, fragment_unnamed_114)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_173 = asfloat(fragment_unnamed_147 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_148 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_174 = asfloat(fragment_unnamed_148 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_149 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_175 = asfloat(fragment_unnamed_149 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_133, fragment_unnamed_134, fragment_unnamed_135), float3(fragment_unnamed_133, fragment_unnamed_134, fragment_unnamed_135)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_188 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_147 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_173, 0.0f), max(fragment_unnamed_174, 0.0f), max(fragment_unnamed_175, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_189 = fragment_unnamed_188 + 4.0f; uint fragment_unnamed_191 = uint(fragment_unnamed_189) << 2u; uint fragment_unnamed_194 = fragment_unnamed_191 + 1u; precise float fragment_unnamed_200 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].x; precise float fragment_unnamed_201 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].y; precise float fragment_unnamed_202 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].z; uint fragment_unnamed_213 = fragment_unnamed_191 + 2u; uint fragment_unnamed_224 = fragment_unnamed_191 + 3u; precise float fragment_unnamed_231 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].x, fragment_input_5.x, fragment_unnamed_200)) + fragment_uniform_buffer_2[fragment_unnamed_224].x; precise float fragment_unnamed_232 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].y, fragment_input_5.x, fragment_unnamed_201)) + fragment_uniform_buffer_2[fragment_unnamed_224].y; precise float fragment_unnamed_233 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].z, fragment_input_5.x, fragment_unnamed_202)) + fragment_uniform_buffer_2[fragment_unnamed_224].z; precise float fragment_unnamed_250 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_251 = fragment_unnamed_250 + 1.0f; float fragment_unnamed_259 = asfloat(((((0.0f >= fragment_unnamed_233) ? 4294967295u : 0u) | ((fragment_unnamed_233 >= 1.0f) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_unnamed_233).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_251))); precise float fragment_unnamed_264 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_269 = (-0.0f) - fragment_unnamed_264; float fragment_unnamed_270 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_269); precise float fragment_unnamed_283 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_284 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_285 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_286 = fragment_input_4.x * fragment_input_4.z; float fragment_unnamed_332 = asfloat(1065353216u); precise float fragment_unnamed_361 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_270, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285, fragment_unnamed_286))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_332)); precise float fragment_unnamed_362 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_270, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285, fragment_unnamed_286))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_332)); precise float fragment_unnamed_363 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_270, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285, fragment_unnamed_286))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_332)); float4 fragment_unnamed_383 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_389 = mad(fragment_input_3.x, fragment_unnamed_259, fragment_unnamed_361) * fragment_unnamed_383.x; precise float fragment_unnamed_390 = mad(fragment_input_3.y, fragment_unnamed_259, fragment_unnamed_362) * fragment_unnamed_383.y; precise float fragment_unnamed_391 = mad(fragment_input_3.z, fragment_unnamed_259, fragment_unnamed_363) * fragment_unnamed_383.z; fragment_output_0.x = fragment_unnamed_389; fragment_output_0.y = fragment_unnamed_390; fragment_output_0.z = fragment_unnamed_391; fragment_output_0.w = fragment_unnamed_383.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !STEREO_INSTANCING_ON #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static uint fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_7 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_70 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_72 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_73 = fragment_input_5.x + fragment_unnamed_67; precise float fragment_unnamed_74 = fragment_input_5.y + fragment_unnamed_70; precise float fragment_unnamed_75 = fragment_input_5.z + fragment_unnamed_72; precise float fragment_unnamed_89 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_91 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_93 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_94 = fragment_input_5.x + fragment_unnamed_89; precise float fragment_unnamed_95 = fragment_input_5.y + fragment_unnamed_91; precise float fragment_unnamed_96 = fragment_input_5.z + fragment_unnamed_93; precise float fragment_unnamed_110 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_112 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_114 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_115 = fragment_input_5.x + fragment_unnamed_110; precise float fragment_unnamed_116 = fragment_input_5.y + fragment_unnamed_112; precise float fragment_unnamed_117 = fragment_input_5.z + fragment_unnamed_114; precise float fragment_unnamed_131 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_133 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_135 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_136 = fragment_input_5.x + fragment_unnamed_131; precise float fragment_unnamed_137 = fragment_input_5.y + fragment_unnamed_133; precise float fragment_unnamed_138 = fragment_input_5.z + fragment_unnamed_135; bool fragment_unnamed_150 = dot(float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75), float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_151 = dot(float3(fragment_unnamed_94, fragment_unnamed_95, fragment_unnamed_96), float3(fragment_unnamed_94, fragment_unnamed_95, fragment_unnamed_96)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_152 = dot(float3(fragment_unnamed_115, fragment_unnamed_116, fragment_unnamed_117), float3(fragment_unnamed_115, fragment_unnamed_116, fragment_unnamed_117)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_176 = asfloat(fragment_unnamed_150 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_151 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_177 = asfloat(fragment_unnamed_151 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_152 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_178 = asfloat(fragment_unnamed_152 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_136, fragment_unnamed_137, fragment_unnamed_138), float3(fragment_unnamed_136, fragment_unnamed_137, fragment_unnamed_138)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_191 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_150 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_176, 0.0f), max(fragment_unnamed_177, 0.0f), max(fragment_unnamed_178, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_192 = fragment_unnamed_191 + 4.0f; uint fragment_unnamed_194 = uint(fragment_unnamed_192) << 2u; uint fragment_unnamed_197 = fragment_unnamed_194 + 1u; precise float fragment_unnamed_203 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].x; precise float fragment_unnamed_204 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].y; precise float fragment_unnamed_205 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].z; uint fragment_unnamed_216 = fragment_unnamed_194 + 2u; uint fragment_unnamed_227 = fragment_unnamed_194 + 3u; precise float fragment_unnamed_234 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].x, fragment_input_5.x, fragment_unnamed_203)) + fragment_uniform_buffer_2[fragment_unnamed_227].x; precise float fragment_unnamed_235 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].y, fragment_input_5.x, fragment_unnamed_204)) + fragment_uniform_buffer_2[fragment_unnamed_227].y; precise float fragment_unnamed_236 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].z, fragment_input_5.x, fragment_unnamed_205)) + fragment_uniform_buffer_2[fragment_unnamed_227].z; precise float fragment_unnamed_253 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_254 = fragment_unnamed_253 + 1.0f; float fragment_unnamed_262 = asfloat(((((0.0f >= fragment_unnamed_236) ? 4294967295u : 0u) | ((fragment_unnamed_236 >= 1.0f) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_unnamed_236).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_254))); precise float fragment_unnamed_267 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_272 = (-0.0f) - fragment_unnamed_267; float fragment_unnamed_273 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_272); precise float fragment_unnamed_286 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_287 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_288 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_289 = fragment_input_4.x * fragment_input_4.z; float fragment_unnamed_335 = asfloat(1065353216u); precise float fragment_unnamed_364 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_273, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288, fragment_unnamed_289))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_335)); precise float fragment_unnamed_365 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_273, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288, fragment_unnamed_289))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_335)); precise float fragment_unnamed_366 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_273, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288, fragment_unnamed_289))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_335)); float4 fragment_unnamed_386 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_392 = mad(fragment_input_3.x, fragment_unnamed_262, fragment_unnamed_364) * fragment_unnamed_386.x; precise float fragment_unnamed_393 = mad(fragment_input_3.y, fragment_unnamed_262, fragment_unnamed_365) * fragment_unnamed_386.y; precise float fragment_unnamed_394 = mad(fragment_input_3.z, fragment_unnamed_262, fragment_unnamed_366) * fragment_unnamed_386.z; fragment_output_0.x = fragment_unnamed_392; fragment_output_0.y = fragment_unnamed_393; fragment_output_0.z = fragment_unnamed_394; fragment_output_0.w = fragment_unnamed_386.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_56 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_56; float fragment_unnamed_65 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_62); precise float fragment_unnamed_79 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_80 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_81 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_82 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_129 = asfloat(1065353216u); precise float fragment_unnamed_160 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_65, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_79, fragment_unnamed_80, fragment_unnamed_81, fragment_unnamed_82))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_129)); precise float fragment_unnamed_161 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_65, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_79, fragment_unnamed_80, fragment_unnamed_81, fragment_unnamed_82))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_129)); precise float fragment_unnamed_162 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_65, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_79, fragment_unnamed_80, fragment_unnamed_81, fragment_unnamed_82))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_129)); precise float fragment_unnamed_180 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_181 = fragment_unnamed_180 + 1.0f; float fragment_unnamed_201 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_181))); float4 fragment_unnamed_221 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_227 = mad(fragment_input_3.x, fragment_unnamed_201, fragment_unnamed_160) * fragment_unnamed_221.x; precise float fragment_unnamed_228 = mad(fragment_input_3.y, fragment_unnamed_201, fragment_unnamed_161) * fragment_unnamed_221.y; precise float fragment_unnamed_229 = mad(fragment_input_3.z, fragment_unnamed_201, fragment_unnamed_162) * fragment_unnamed_221.z; fragment_output_0.x = fragment_unnamed_227; fragment_output_0.y = fragment_unnamed_228; fragment_output_0.z = fragment_unnamed_229; fragment_output_0.w = fragment_unnamed_221.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_59 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_65 = (-0.0f) - fragment_unnamed_59; float fragment_unnamed_68 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_65); precise float fragment_unnamed_82 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_83 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_84 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_85 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_132 = asfloat(1065353216u); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_68, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_82, fragment_unnamed_83, fragment_unnamed_84, fragment_unnamed_85))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_132)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_68, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_82, fragment_unnamed_83, fragment_unnamed_84, fragment_unnamed_85))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_132)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_68, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_82, fragment_unnamed_83, fragment_unnamed_84, fragment_unnamed_85))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_132)); precise float fragment_unnamed_183 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_184 = fragment_unnamed_183 + 1.0f; float fragment_unnamed_204 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_184))); float4 fragment_unnamed_224 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_230 = mad(fragment_input_3.x, fragment_unnamed_204, fragment_unnamed_163) * fragment_unnamed_224.x; precise float fragment_unnamed_231 = mad(fragment_input_3.y, fragment_unnamed_204, fragment_unnamed_164) * fragment_unnamed_224.y; precise float fragment_unnamed_232 = mad(fragment_input_3.z, fragment_unnamed_204, fragment_unnamed_165) * fragment_unnamed_224.z; fragment_output_0.x = fragment_unnamed_230; fragment_output_0.y = fragment_unnamed_231; fragment_output_0.z = fragment_unnamed_232; fragment_output_0.w = fragment_unnamed_224.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_64 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_69 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_70 = fragment_input_5.x + fragment_unnamed_64; precise float fragment_unnamed_71 = fragment_input_5.y + fragment_unnamed_67; precise float fragment_unnamed_72 = fragment_input_5.z + fragment_unnamed_69; precise float fragment_unnamed_86 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_88 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_90 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_91 = fragment_input_5.x + fragment_unnamed_86; precise float fragment_unnamed_92 = fragment_input_5.y + fragment_unnamed_88; precise float fragment_unnamed_93 = fragment_input_5.z + fragment_unnamed_90; precise float fragment_unnamed_107 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_109 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_111 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_112 = fragment_input_5.x + fragment_unnamed_107; precise float fragment_unnamed_113 = fragment_input_5.y + fragment_unnamed_109; precise float fragment_unnamed_114 = fragment_input_5.z + fragment_unnamed_111; precise float fragment_unnamed_128 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_130 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_132 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_133 = fragment_input_5.x + fragment_unnamed_128; precise float fragment_unnamed_134 = fragment_input_5.y + fragment_unnamed_130; precise float fragment_unnamed_135 = fragment_input_5.z + fragment_unnamed_132; bool fragment_unnamed_147 = dot(float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_148 = dot(float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93), float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_149 = dot(float3(fragment_unnamed_112, fragment_unnamed_113, fragment_unnamed_114), float3(fragment_unnamed_112, fragment_unnamed_113, fragment_unnamed_114)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_173 = asfloat(fragment_unnamed_147 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_148 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_174 = asfloat(fragment_unnamed_148 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_149 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_175 = asfloat(fragment_unnamed_149 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_133, fragment_unnamed_134, fragment_unnamed_135), float3(fragment_unnamed_133, fragment_unnamed_134, fragment_unnamed_135)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_188 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_147 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_173, 0.0f), max(fragment_unnamed_174, 0.0f), max(fragment_unnamed_175, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_189 = fragment_unnamed_188 + 4.0f; uint fragment_unnamed_191 = uint(fragment_unnamed_189) << 2u; uint fragment_unnamed_194 = fragment_unnamed_191 + 1u; precise float fragment_unnamed_200 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].x; precise float fragment_unnamed_201 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].y; precise float fragment_unnamed_202 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].z; uint fragment_unnamed_213 = fragment_unnamed_191 + 2u; uint fragment_unnamed_224 = fragment_unnamed_191 + 3u; precise float fragment_unnamed_231 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].x, fragment_input_5.x, fragment_unnamed_200)) + fragment_uniform_buffer_2[fragment_unnamed_224].x; precise float fragment_unnamed_232 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].y, fragment_input_5.x, fragment_unnamed_201)) + fragment_uniform_buffer_2[fragment_unnamed_224].y; precise float fragment_unnamed_233 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].z, fragment_input_5.x, fragment_unnamed_202)) + fragment_uniform_buffer_2[fragment_unnamed_224].z; precise float fragment_unnamed_250 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_251 = fragment_unnamed_250 + 1.0f; float fragment_unnamed_259 = asfloat(((((0.0f >= fragment_unnamed_233) ? 4294967295u : 0u) | ((fragment_unnamed_233 >= 1.0f) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_unnamed_233).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_251))); precise float fragment_unnamed_264 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_269 = (-0.0f) - fragment_unnamed_264; float fragment_unnamed_270 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_269); precise float fragment_unnamed_283 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_284 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_285 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_286 = fragment_input_4.x * fragment_input_4.z; float fragment_unnamed_332 = asfloat(1065353216u); precise float fragment_unnamed_361 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_270, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285, fragment_unnamed_286))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_332)); precise float fragment_unnamed_362 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_270, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285, fragment_unnamed_286))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_332)); precise float fragment_unnamed_363 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_270, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285, fragment_unnamed_286))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_332)); float4 fragment_unnamed_383 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_389 = mad(fragment_input_3.x, fragment_unnamed_259, fragment_unnamed_361) * fragment_unnamed_383.x; precise float fragment_unnamed_390 = mad(fragment_input_3.y, fragment_unnamed_259, fragment_unnamed_362) * fragment_unnamed_383.y; precise float fragment_unnamed_391 = mad(fragment_input_3.z, fragment_unnamed_259, fragment_unnamed_363) * fragment_unnamed_383.z; fragment_output_0.x = fragment_unnamed_389; fragment_output_0.y = fragment_unnamed_390; fragment_output_0.z = fragment_unnamed_391; fragment_output_0.w = fragment_unnamed_383.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static uint fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_7 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_70 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_72 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_73 = fragment_input_5.x + fragment_unnamed_67; precise float fragment_unnamed_74 = fragment_input_5.y + fragment_unnamed_70; precise float fragment_unnamed_75 = fragment_input_5.z + fragment_unnamed_72; precise float fragment_unnamed_89 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_91 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_93 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_94 = fragment_input_5.x + fragment_unnamed_89; precise float fragment_unnamed_95 = fragment_input_5.y + fragment_unnamed_91; precise float fragment_unnamed_96 = fragment_input_5.z + fragment_unnamed_93; precise float fragment_unnamed_110 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_112 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_114 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_115 = fragment_input_5.x + fragment_unnamed_110; precise float fragment_unnamed_116 = fragment_input_5.y + fragment_unnamed_112; precise float fragment_unnamed_117 = fragment_input_5.z + fragment_unnamed_114; precise float fragment_unnamed_131 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_133 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_135 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_136 = fragment_input_5.x + fragment_unnamed_131; precise float fragment_unnamed_137 = fragment_input_5.y + fragment_unnamed_133; precise float fragment_unnamed_138 = fragment_input_5.z + fragment_unnamed_135; bool fragment_unnamed_150 = dot(float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75), float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_151 = dot(float3(fragment_unnamed_94, fragment_unnamed_95, fragment_unnamed_96), float3(fragment_unnamed_94, fragment_unnamed_95, fragment_unnamed_96)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_152 = dot(float3(fragment_unnamed_115, fragment_unnamed_116, fragment_unnamed_117), float3(fragment_unnamed_115, fragment_unnamed_116, fragment_unnamed_117)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_176 = asfloat(fragment_unnamed_150 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_151 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_177 = asfloat(fragment_unnamed_151 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_152 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_178 = asfloat(fragment_unnamed_152 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_136, fragment_unnamed_137, fragment_unnamed_138), float3(fragment_unnamed_136, fragment_unnamed_137, fragment_unnamed_138)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_191 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_150 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_176, 0.0f), max(fragment_unnamed_177, 0.0f), max(fragment_unnamed_178, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_192 = fragment_unnamed_191 + 4.0f; uint fragment_unnamed_194 = uint(fragment_unnamed_192) << 2u; uint fragment_unnamed_197 = fragment_unnamed_194 + 1u; precise float fragment_unnamed_203 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].x; precise float fragment_unnamed_204 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].y; precise float fragment_unnamed_205 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].z; uint fragment_unnamed_216 = fragment_unnamed_194 + 2u; uint fragment_unnamed_227 = fragment_unnamed_194 + 3u; precise float fragment_unnamed_234 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].x, fragment_input_5.x, fragment_unnamed_203)) + fragment_uniform_buffer_2[fragment_unnamed_227].x; precise float fragment_unnamed_235 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].y, fragment_input_5.x, fragment_unnamed_204)) + fragment_uniform_buffer_2[fragment_unnamed_227].y; precise float fragment_unnamed_236 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].z, fragment_input_5.x, fragment_unnamed_205)) + fragment_uniform_buffer_2[fragment_unnamed_227].z; precise float fragment_unnamed_253 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_254 = fragment_unnamed_253 + 1.0f; float fragment_unnamed_262 = asfloat(((((0.0f >= fragment_unnamed_236) ? 4294967295u : 0u) | ((fragment_unnamed_236 >= 1.0f) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_unnamed_236).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_254))); precise float fragment_unnamed_267 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_272 = (-0.0f) - fragment_unnamed_267; float fragment_unnamed_273 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_272); precise float fragment_unnamed_286 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_287 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_288 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_289 = fragment_input_4.x * fragment_input_4.z; float fragment_unnamed_335 = asfloat(1065353216u); precise float fragment_unnamed_364 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_273, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288, fragment_unnamed_289))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_335)); precise float fragment_unnamed_365 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_273, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288, fragment_unnamed_289))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_335)); precise float fragment_unnamed_366 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_273, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288, fragment_unnamed_289))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_335)); float4 fragment_unnamed_386 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_392 = mad(fragment_input_3.x, fragment_unnamed_262, fragment_unnamed_364) * fragment_unnamed_386.x; precise float fragment_unnamed_393 = mad(fragment_input_3.y, fragment_unnamed_262, fragment_unnamed_365) * fragment_unnamed_386.y; precise float fragment_unnamed_394 = mad(fragment_input_3.z, fragment_unnamed_262, fragment_unnamed_366) * fragment_unnamed_386.z; fragment_output_0.x = fragment_unnamed_392; fragment_output_0.y = fragment_unnamed_393; fragment_output_0.z = fragment_unnamed_394; fragment_output_0.w = fragment_unnamed_386.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_60 = asfloat(1065353216u); precise float fragment_unnamed_104 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_105 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_106 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_107 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_142 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_142; float fragment_unnamed_150 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_147); precise float fragment_unnamed_160 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_150, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_60)); precise float fragment_unnamed_161 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_150, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_60)); precise float fragment_unnamed_162 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_150, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_60)); float4 fragment_unnamed_173 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_267; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_268; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_214 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_215 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_216 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_217 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_242 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_243 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_244 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_245 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_268 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_214, fragment_unnamed_215), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_216, fragment_unnamed_217), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_242, fragment_unnamed_243), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_244, fragment_unnamed_245), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_310; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_322 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_323 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_332 = (-0.0f) - fragment_unnamed_322; precise float fragment_unnamed_333 = (-0.0f) - fragment_unnamed_323; float fragment_unnamed_334 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_332); float fragment_unnamed_335 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_333); precise float fragment_unnamed_336 = fragment_unnamed_334 + 0.5f; precise float fragment_unnamed_337 = fragment_unnamed_334 + 1.0f; precise float fragment_unnamed_338 = fragment_unnamed_335 + 0.5f; precise float fragment_unnamed_339 = fragment_unnamed_335 + 1.0f; precise float fragment_unnamed_340 = fragment_unnamed_336 * fragment_unnamed_336; precise float fragment_unnamed_341 = fragment_unnamed_336 * fragment_unnamed_336; precise float fragment_unnamed_342 = fragment_unnamed_338 * fragment_unnamed_338; precise float fragment_unnamed_343 = fragment_unnamed_338 * fragment_unnamed_338; precise float fragment_unnamed_344 = fragment_unnamed_341 * 0.07999999821186065673828125f; precise float fragment_unnamed_346 = fragment_unnamed_343 * 0.07999999821186065673828125f; precise float fragment_unnamed_347 = (-0.0f) - fragment_unnamed_334; precise float fragment_unnamed_348 = (-0.0f) - fragment_unnamed_335; precise float fragment_unnamed_351 = (-0.0f) - fragment_unnamed_334; precise float fragment_unnamed_352 = (-0.0f) - fragment_unnamed_335; precise float fragment_unnamed_353 = fragment_unnamed_351 + 1.0f; precise float fragment_unnamed_354 = fragment_unnamed_352 + 1.0f; float fragment_unnamed_355 = min(fragment_unnamed_334, 0.0f); float fragment_unnamed_356 = min(fragment_unnamed_335, 0.0f); precise float fragment_unnamed_357 = (-0.0f) - fragment_unnamed_355; precise float fragment_unnamed_358 = (-0.0f) - fragment_unnamed_356; float fragment_unnamed_361 = max(fragment_unnamed_334, 0.0f); float fragment_unnamed_362 = max(fragment_unnamed_335, 0.0f); precise float fragment_unnamed_363 = (-0.0f) - fragment_unnamed_361; precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_362; precise float fragment_unnamed_367 = mad(fragment_unnamed_357, fragment_unnamed_355, fragment_unnamed_353) + 1.0f; precise float fragment_unnamed_368 = mad(fragment_unnamed_358, fragment_unnamed_356, fragment_unnamed_354) + 1.0f; precise float fragment_unnamed_369 = mad(fragment_unnamed_363, fragment_unnamed_361, fragment_unnamed_337) + 1.0f; precise float fragment_unnamed_370 = mad(fragment_unnamed_364, fragment_unnamed_362, fragment_unnamed_339) + 1.0f; precise float fragment_unnamed_371 = mad(fragment_unnamed_340, 0.5f, fragment_unnamed_347) * 0.1599999964237213134765625f; precise float fragment_unnamed_373 = mad(fragment_unnamed_342, 0.5f, fragment_unnamed_348) * 0.1599999964237213134765625f; precise float fragment_unnamed_374 = fragment_unnamed_353 * 0.1599999964237213134765625f; precise float fragment_unnamed_375 = fragment_unnamed_354 * 0.1599999964237213134765625f; precise float fragment_unnamed_376 = fragment_unnamed_367 * 0.1599999964237213134765625f; precise float fragment_unnamed_377 = fragment_unnamed_368 * 0.1599999964237213134765625f; precise float fragment_unnamed_378 = fragment_unnamed_369 * 0.1599999964237213134765625f; precise float fragment_unnamed_379 = fragment_unnamed_370 * 0.1599999964237213134765625f; precise float fragment_unnamed_380 = fragment_unnamed_337 * 0.1599999964237213134765625f; precise float fragment_unnamed_381 = fragment_unnamed_339 * 0.1599999964237213134765625f; precise float fragment_unnamed_382 = fragment_unnamed_378 + fragment_unnamed_376; precise float fragment_unnamed_383 = fragment_unnamed_344 + fragment_unnamed_380; precise float fragment_unnamed_384 = fragment_unnamed_374 + fragment_unnamed_371; precise float fragment_unnamed_385 = fragment_unnamed_378 + fragment_unnamed_376; precise float fragment_unnamed_386 = fragment_unnamed_373 + fragment_unnamed_375; precise float fragment_unnamed_387 = fragment_unnamed_377 + fragment_unnamed_379; precise float fragment_unnamed_388 = fragment_unnamed_381 + fragment_unnamed_346; precise float fragment_unnamed_389 = fragment_unnamed_374 / fragment_unnamed_384; precise float fragment_unnamed_390 = fragment_unnamed_378 / fragment_unnamed_385; precise float fragment_unnamed_391 = fragment_unnamed_344 / fragment_unnamed_383; precise float fragment_unnamed_392 = fragment_unnamed_389 + (-2.5f); precise float fragment_unnamed_394 = fragment_unnamed_390 + (-0.5f); precise float fragment_unnamed_396 = fragment_unnamed_391 + 1.5f; precise float fragment_unnamed_398 = fragment_unnamed_375 / fragment_unnamed_386; precise float fragment_unnamed_399 = fragment_unnamed_379 / fragment_unnamed_387; precise float fragment_unnamed_400 = fragment_unnamed_346 / fragment_unnamed_388; precise float fragment_unnamed_401 = fragment_unnamed_398 + (-2.5f); precise float fragment_unnamed_402 = fragment_unnamed_399 + (-0.5f); precise float fragment_unnamed_403 = fragment_unnamed_400 + 1.5f; precise float fragment_unnamed_407 = fragment_unnamed_394 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_408 = fragment_unnamed_392 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_409 = fragment_unnamed_396 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_413 = fragment_unnamed_401 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_414 = fragment_unnamed_402 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_415 = fragment_unnamed_403 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_454 = fragment_unnamed_386 * fragment_unnamed_384; precise float fragment_unnamed_455 = fragment_unnamed_386 * fragment_unnamed_385; precise float fragment_unnamed_456 = fragment_unnamed_386 * fragment_unnamed_383; precise float fragment_unnamed_457 = fragment_unnamed_387 * fragment_unnamed_384; precise float fragment_unnamed_458 = fragment_unnamed_387 * fragment_unnamed_382; precise float fragment_unnamed_459 = fragment_unnamed_387 * fragment_unnamed_383; precise float fragment_unnamed_460 = fragment_unnamed_388 * fragment_unnamed_384; precise float fragment_unnamed_461 = fragment_unnamed_388 * fragment_unnamed_385; precise float fragment_unnamed_462 = fragment_unnamed_388 * fragment_unnamed_383; precise float fragment_unnamed_476 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_407), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_413)), fragment_input_4.z).xxxx.x * fragment_unnamed_455; float fragment_unnamed_512 = mad(fragment_unnamed_460, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_408), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_415)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_459, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_409), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_414)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_458, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_407), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_414)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_457, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_408), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_414)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_456, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_409), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_413)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_454, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_408), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_413)), fragment_input_4.z).xxxx.x, fragment_unnamed_476)))))); fragment_unnamed_310 = mad(fragment_unnamed_462, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_409), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_415)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_461, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_407), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_415)), fragment_input_4.z).xxxx.x, fragment_unnamed_512)); } else { float fragment_unnamed_537 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_538 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_547 = (-0.0f) - fragment_unnamed_537; precise float fragment_unnamed_548 = (-0.0f) - fragment_unnamed_538; float fragment_unnamed_549 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_547); float fragment_unnamed_550 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_548); precise float fragment_unnamed_551 = fragment_unnamed_549 + 0.5f; precise float fragment_unnamed_552 = fragment_unnamed_549 + 1.0f; precise float fragment_unnamed_553 = fragment_unnamed_550 + 0.5f; precise float fragment_unnamed_554 = fragment_unnamed_550 + 1.0f; precise float fragment_unnamed_555 = fragment_unnamed_551 * fragment_unnamed_551; precise float fragment_unnamed_556 = fragment_unnamed_551 * fragment_unnamed_551; precise float fragment_unnamed_557 = fragment_unnamed_553 * fragment_unnamed_553; precise float fragment_unnamed_558 = fragment_unnamed_553 * fragment_unnamed_553; precise float fragment_unnamed_559 = fragment_unnamed_556 * 0.040816001594066619873046875f; precise float fragment_unnamed_561 = fragment_unnamed_558 * 0.040816001594066619873046875f; precise float fragment_unnamed_562 = (-0.0f) - fragment_unnamed_549; precise float fragment_unnamed_563 = (-0.0f) - fragment_unnamed_550; precise float fragment_unnamed_566 = (-0.0f) - fragment_unnamed_549; precise float fragment_unnamed_567 = (-0.0f) - fragment_unnamed_550; precise float fragment_unnamed_568 = fragment_unnamed_566 + 1.0f; precise float fragment_unnamed_569 = fragment_unnamed_567 + 1.0f; float fragment_unnamed_570 = min(fragment_unnamed_549, 0.0f); float fragment_unnamed_571 = min(fragment_unnamed_550, 0.0f); precise float fragment_unnamed_572 = (-0.0f) - fragment_unnamed_570; precise float fragment_unnamed_573 = (-0.0f) - fragment_unnamed_571; float fragment_unnamed_576 = max(fragment_unnamed_549, 0.0f); float fragment_unnamed_577 = max(fragment_unnamed_550, 0.0f); precise float fragment_unnamed_578 = (-0.0f) - fragment_unnamed_576; precise float fragment_unnamed_579 = (-0.0f) - fragment_unnamed_577; precise float fragment_unnamed_582 = mad(fragment_unnamed_572, fragment_unnamed_570, fragment_unnamed_568) + 2.0f; precise float fragment_unnamed_583 = mad(fragment_unnamed_573, fragment_unnamed_571, fragment_unnamed_569) + 2.0f; precise float fragment_unnamed_584 = mad(fragment_unnamed_578, fragment_unnamed_576, fragment_unnamed_552) + 2.0f; precise float fragment_unnamed_585 = mad(fragment_unnamed_579, fragment_unnamed_577, fragment_unnamed_554) + 2.0f; precise float fragment_unnamed_586 = fragment_unnamed_584 * 0.08163200318813323974609375f; precise float fragment_unnamed_588 = mad(fragment_unnamed_557, 0.5f, fragment_unnamed_563) * 0.08163200318813323974609375f; precise float fragment_unnamed_589 = mad(fragment_unnamed_555, 0.5f, fragment_unnamed_562) * 0.08163200318813323974609375f; precise float fragment_unnamed_590 = fragment_unnamed_585 * 0.08163200318813323974609375f; precise float fragment_unnamed_591 = fragment_unnamed_582 * 0.08163200318813323974609375f; precise float fragment_unnamed_592 = fragment_unnamed_583 * 0.08163200318813323974609375f; float fragment_unnamed_597 = mad(fragment_unnamed_549, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_598 = mad(fragment_unnamed_549, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_599 = fragment_unnamed_597 + fragment_unnamed_589; precise float fragment_unnamed_600 = fragment_unnamed_591 + mad(fragment_unnamed_549, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_601 = fragment_unnamed_598 + fragment_unnamed_586; precise float fragment_unnamed_602 = fragment_unnamed_559 + mad(fragment_unnamed_549, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_605 = mad(fragment_unnamed_550, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_606 = mad(fragment_unnamed_550, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_607 = fragment_unnamed_605 + fragment_unnamed_588; precise float fragment_unnamed_608 = fragment_unnamed_592 + mad(fragment_unnamed_550, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_609 = fragment_unnamed_606 + fragment_unnamed_590; precise float fragment_unnamed_610 = fragment_unnamed_561 + mad(fragment_unnamed_550, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_611 = fragment_unnamed_597 / fragment_unnamed_599; precise float fragment_unnamed_612 = fragment_unnamed_591 / fragment_unnamed_600; precise float fragment_unnamed_613 = fragment_unnamed_598 / fragment_unnamed_601; precise float fragment_unnamed_614 = fragment_unnamed_559 / fragment_unnamed_602; precise float fragment_unnamed_615 = fragment_unnamed_611 + (-3.5f); precise float fragment_unnamed_617 = fragment_unnamed_612 + (-1.5f); precise float fragment_unnamed_619 = fragment_unnamed_613 + 0.5f; precise float fragment_unnamed_620 = fragment_unnamed_614 + 2.5f; precise float fragment_unnamed_622 = fragment_unnamed_605 / fragment_unnamed_607; precise float fragment_unnamed_623 = fragment_unnamed_592 / fragment_unnamed_608; precise float fragment_unnamed_624 = fragment_unnamed_606 / fragment_unnamed_609; precise float fragment_unnamed_625 = fragment_unnamed_561 / fragment_unnamed_610; precise float fragment_unnamed_626 = fragment_unnamed_622 + (-3.5f); precise float fragment_unnamed_627 = fragment_unnamed_623 + (-1.5f); precise float fragment_unnamed_628 = fragment_unnamed_624 + 0.5f; precise float fragment_unnamed_629 = fragment_unnamed_625 + 2.5f; precise float fragment_unnamed_633 = fragment_unnamed_620 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_634 = fragment_unnamed_615 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_635 = fragment_unnamed_617 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_636 = fragment_unnamed_619 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_640 = fragment_unnamed_626 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_641 = fragment_unnamed_629 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_642 = fragment_unnamed_627 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_643 = fragment_unnamed_628 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_720 = fragment_unnamed_607 * fragment_unnamed_599; precise float fragment_unnamed_721 = fragment_unnamed_607 * fragment_unnamed_600; precise float fragment_unnamed_722 = fragment_unnamed_607 * fragment_unnamed_601; precise float fragment_unnamed_723 = fragment_unnamed_607 * fragment_unnamed_602; precise float fragment_unnamed_724 = fragment_unnamed_608 * fragment_unnamed_599; precise float fragment_unnamed_725 = fragment_unnamed_608 * fragment_unnamed_600; precise float fragment_unnamed_726 = fragment_unnamed_608 * fragment_unnamed_601; precise float fragment_unnamed_727 = fragment_unnamed_608 * fragment_unnamed_602; precise float fragment_unnamed_728 = fragment_unnamed_609 * fragment_unnamed_599; precise float fragment_unnamed_729 = fragment_unnamed_609 * fragment_unnamed_600; precise float fragment_unnamed_730 = fragment_unnamed_609 * fragment_unnamed_601; precise float fragment_unnamed_731 = fragment_unnamed_609 * fragment_unnamed_602; precise float fragment_unnamed_732 = fragment_unnamed_610 * fragment_unnamed_599; precise float fragment_unnamed_733 = fragment_unnamed_610 * fragment_unnamed_600; precise float fragment_unnamed_734 = fragment_unnamed_610 * fragment_unnamed_601; precise float fragment_unnamed_735 = fragment_unnamed_610 * fragment_unnamed_602; precise float fragment_unnamed_749 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x * fragment_unnamed_721; float fragment_unnamed_785 = mad(fragment_unnamed_726, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_725, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_724, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_723, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_722, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_720, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x, fragment_unnamed_749)))))); float fragment_unnamed_827 = mad(fragment_unnamed_732, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_731, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_730, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_729, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_728, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_727, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, fragment_unnamed_785)))))); fragment_unnamed_310 = mad(fragment_unnamed_735, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_734, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_733, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, fragment_unnamed_827))); } fragment_unnamed_268 = fragment_unnamed_310; } fragment_unnamed_267 = fragment_unnamed_268; } else { fragment_unnamed_267 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_272 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_273 = fragment_unnamed_272 + 1.0f; float fragment_unnamed_291 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_267, fragment_uniform_buffer_2[27u].x, fragment_unnamed_273))); precise float fragment_unnamed_301 = mad(fragment_input_3.x, fragment_unnamed_291, fragment_unnamed_160) * fragment_unnamed_173.x; precise float fragment_unnamed_302 = mad(fragment_input_3.y, fragment_unnamed_291, fragment_unnamed_161) * fragment_unnamed_173.y; precise float fragment_unnamed_303 = mad(fragment_input_3.z, fragment_unnamed_291, fragment_unnamed_162) * fragment_unnamed_173.z; fragment_output_0.x = fragment_unnamed_301; fragment_output_0.y = fragment_unnamed_302; fragment_output_0.z = fragment_unnamed_303; fragment_output_0.w = fragment_unnamed_173.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS #ifdef _SHADOWS_SOFT #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_63 = asfloat(1065353216u); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_145 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_150 = (-0.0f) - fragment_unnamed_145; float fragment_unnamed_153 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_150); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); float4 fragment_unnamed_176 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_270; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_271; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_217 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_218 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_219 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_220 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_245 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_246 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_247 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_248 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_271 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_217, fragment_unnamed_218), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_219, fragment_unnamed_220), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_245, fragment_unnamed_246), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_247, fragment_unnamed_248), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_313; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_325 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_326 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_335 = (-0.0f) - fragment_unnamed_325; precise float fragment_unnamed_336 = (-0.0f) - fragment_unnamed_326; float fragment_unnamed_337 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_335); float fragment_unnamed_338 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_336); precise float fragment_unnamed_339 = fragment_unnamed_337 + 0.5f; precise float fragment_unnamed_340 = fragment_unnamed_337 + 1.0f; precise float fragment_unnamed_341 = fragment_unnamed_338 + 0.5f; precise float fragment_unnamed_342 = fragment_unnamed_338 + 1.0f; precise float fragment_unnamed_343 = fragment_unnamed_339 * fragment_unnamed_339; precise float fragment_unnamed_344 = fragment_unnamed_339 * fragment_unnamed_339; precise float fragment_unnamed_345 = fragment_unnamed_341 * fragment_unnamed_341; precise float fragment_unnamed_346 = fragment_unnamed_341 * fragment_unnamed_341; precise float fragment_unnamed_347 = fragment_unnamed_344 * 0.07999999821186065673828125f; precise float fragment_unnamed_349 = fragment_unnamed_346 * 0.07999999821186065673828125f; precise float fragment_unnamed_350 = (-0.0f) - fragment_unnamed_337; precise float fragment_unnamed_351 = (-0.0f) - fragment_unnamed_338; precise float fragment_unnamed_354 = (-0.0f) - fragment_unnamed_337; precise float fragment_unnamed_355 = (-0.0f) - fragment_unnamed_338; precise float fragment_unnamed_356 = fragment_unnamed_354 + 1.0f; precise float fragment_unnamed_357 = fragment_unnamed_355 + 1.0f; float fragment_unnamed_358 = min(fragment_unnamed_337, 0.0f); float fragment_unnamed_359 = min(fragment_unnamed_338, 0.0f); precise float fragment_unnamed_360 = (-0.0f) - fragment_unnamed_358; precise float fragment_unnamed_361 = (-0.0f) - fragment_unnamed_359; float fragment_unnamed_364 = max(fragment_unnamed_337, 0.0f); float fragment_unnamed_365 = max(fragment_unnamed_338, 0.0f); precise float fragment_unnamed_366 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_367 = (-0.0f) - fragment_unnamed_365; precise float fragment_unnamed_370 = mad(fragment_unnamed_360, fragment_unnamed_358, fragment_unnamed_356) + 1.0f; precise float fragment_unnamed_371 = mad(fragment_unnamed_361, fragment_unnamed_359, fragment_unnamed_357) + 1.0f; precise float fragment_unnamed_372 = mad(fragment_unnamed_366, fragment_unnamed_364, fragment_unnamed_340) + 1.0f; precise float fragment_unnamed_373 = mad(fragment_unnamed_367, fragment_unnamed_365, fragment_unnamed_342) + 1.0f; precise float fragment_unnamed_374 = mad(fragment_unnamed_343, 0.5f, fragment_unnamed_350) * 0.1599999964237213134765625f; precise float fragment_unnamed_376 = mad(fragment_unnamed_345, 0.5f, fragment_unnamed_351) * 0.1599999964237213134765625f; precise float fragment_unnamed_377 = fragment_unnamed_356 * 0.1599999964237213134765625f; precise float fragment_unnamed_378 = fragment_unnamed_357 * 0.1599999964237213134765625f; precise float fragment_unnamed_379 = fragment_unnamed_370 * 0.1599999964237213134765625f; precise float fragment_unnamed_380 = fragment_unnamed_371 * 0.1599999964237213134765625f; precise float fragment_unnamed_381 = fragment_unnamed_372 * 0.1599999964237213134765625f; precise float fragment_unnamed_382 = fragment_unnamed_373 * 0.1599999964237213134765625f; precise float fragment_unnamed_383 = fragment_unnamed_340 * 0.1599999964237213134765625f; precise float fragment_unnamed_384 = fragment_unnamed_342 * 0.1599999964237213134765625f; precise float fragment_unnamed_385 = fragment_unnamed_381 + fragment_unnamed_379; precise float fragment_unnamed_386 = fragment_unnamed_347 + fragment_unnamed_383; precise float fragment_unnamed_387 = fragment_unnamed_377 + fragment_unnamed_374; precise float fragment_unnamed_388 = fragment_unnamed_381 + fragment_unnamed_379; precise float fragment_unnamed_389 = fragment_unnamed_376 + fragment_unnamed_378; precise float fragment_unnamed_390 = fragment_unnamed_380 + fragment_unnamed_382; precise float fragment_unnamed_391 = fragment_unnamed_384 + fragment_unnamed_349; precise float fragment_unnamed_392 = fragment_unnamed_377 / fragment_unnamed_387; precise float fragment_unnamed_393 = fragment_unnamed_381 / fragment_unnamed_388; precise float fragment_unnamed_394 = fragment_unnamed_347 / fragment_unnamed_386; precise float fragment_unnamed_395 = fragment_unnamed_392 + (-2.5f); precise float fragment_unnamed_397 = fragment_unnamed_393 + (-0.5f); precise float fragment_unnamed_399 = fragment_unnamed_394 + 1.5f; precise float fragment_unnamed_401 = fragment_unnamed_378 / fragment_unnamed_389; precise float fragment_unnamed_402 = fragment_unnamed_382 / fragment_unnamed_390; precise float fragment_unnamed_403 = fragment_unnamed_349 / fragment_unnamed_391; precise float fragment_unnamed_404 = fragment_unnamed_401 + (-2.5f); precise float fragment_unnamed_405 = fragment_unnamed_402 + (-0.5f); precise float fragment_unnamed_406 = fragment_unnamed_403 + 1.5f; precise float fragment_unnamed_410 = fragment_unnamed_397 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_411 = fragment_unnamed_395 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_412 = fragment_unnamed_399 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_416 = fragment_unnamed_404 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_417 = fragment_unnamed_405 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_418 = fragment_unnamed_406 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_457 = fragment_unnamed_389 * fragment_unnamed_387; precise float fragment_unnamed_458 = fragment_unnamed_389 * fragment_unnamed_388; precise float fragment_unnamed_459 = fragment_unnamed_389 * fragment_unnamed_386; precise float fragment_unnamed_460 = fragment_unnamed_390 * fragment_unnamed_387; precise float fragment_unnamed_461 = fragment_unnamed_390 * fragment_unnamed_385; precise float fragment_unnamed_462 = fragment_unnamed_390 * fragment_unnamed_386; precise float fragment_unnamed_463 = fragment_unnamed_391 * fragment_unnamed_387; precise float fragment_unnamed_464 = fragment_unnamed_391 * fragment_unnamed_388; precise float fragment_unnamed_465 = fragment_unnamed_391 * fragment_unnamed_386; precise float fragment_unnamed_479 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_410), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_416)), fragment_input_4.z).xxxx.x * fragment_unnamed_458; float fragment_unnamed_515 = mad(fragment_unnamed_463, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_411), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_418)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_462, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_412), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_417)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_461, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_410), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_417)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_460, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_411), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_417)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_459, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_412), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_416)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_457, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_411), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_416)), fragment_input_4.z).xxxx.x, fragment_unnamed_479)))))); fragment_unnamed_313 = mad(fragment_unnamed_465, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_412), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_418)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_464, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_410), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_418)), fragment_input_4.z).xxxx.x, fragment_unnamed_515)); } else { float fragment_unnamed_540 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_541 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_550 = (-0.0f) - fragment_unnamed_540; precise float fragment_unnamed_551 = (-0.0f) - fragment_unnamed_541; float fragment_unnamed_552 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_550); float fragment_unnamed_553 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_551); precise float fragment_unnamed_554 = fragment_unnamed_552 + 0.5f; precise float fragment_unnamed_555 = fragment_unnamed_552 + 1.0f; precise float fragment_unnamed_556 = fragment_unnamed_553 + 0.5f; precise float fragment_unnamed_557 = fragment_unnamed_553 + 1.0f; precise float fragment_unnamed_558 = fragment_unnamed_554 * fragment_unnamed_554; precise float fragment_unnamed_559 = fragment_unnamed_554 * fragment_unnamed_554; precise float fragment_unnamed_560 = fragment_unnamed_556 * fragment_unnamed_556; precise float fragment_unnamed_561 = fragment_unnamed_556 * fragment_unnamed_556; precise float fragment_unnamed_562 = fragment_unnamed_559 * 0.040816001594066619873046875f; precise float fragment_unnamed_564 = fragment_unnamed_561 * 0.040816001594066619873046875f; precise float fragment_unnamed_565 = (-0.0f) - fragment_unnamed_552; precise float fragment_unnamed_566 = (-0.0f) - fragment_unnamed_553; precise float fragment_unnamed_569 = (-0.0f) - fragment_unnamed_552; precise float fragment_unnamed_570 = (-0.0f) - fragment_unnamed_553; precise float fragment_unnamed_571 = fragment_unnamed_569 + 1.0f; precise float fragment_unnamed_572 = fragment_unnamed_570 + 1.0f; float fragment_unnamed_573 = min(fragment_unnamed_552, 0.0f); float fragment_unnamed_574 = min(fragment_unnamed_553, 0.0f); precise float fragment_unnamed_575 = (-0.0f) - fragment_unnamed_573; precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_574; float fragment_unnamed_579 = max(fragment_unnamed_552, 0.0f); float fragment_unnamed_580 = max(fragment_unnamed_553, 0.0f); precise float fragment_unnamed_581 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_582 = (-0.0f) - fragment_unnamed_580; precise float fragment_unnamed_585 = mad(fragment_unnamed_575, fragment_unnamed_573, fragment_unnamed_571) + 2.0f; precise float fragment_unnamed_586 = mad(fragment_unnamed_576, fragment_unnamed_574, fragment_unnamed_572) + 2.0f; precise float fragment_unnamed_587 = mad(fragment_unnamed_581, fragment_unnamed_579, fragment_unnamed_555) + 2.0f; precise float fragment_unnamed_588 = mad(fragment_unnamed_582, fragment_unnamed_580, fragment_unnamed_557) + 2.0f; precise float fragment_unnamed_589 = fragment_unnamed_587 * 0.08163200318813323974609375f; precise float fragment_unnamed_591 = mad(fragment_unnamed_560, 0.5f, fragment_unnamed_566) * 0.08163200318813323974609375f; precise float fragment_unnamed_592 = mad(fragment_unnamed_558, 0.5f, fragment_unnamed_565) * 0.08163200318813323974609375f; precise float fragment_unnamed_593 = fragment_unnamed_588 * 0.08163200318813323974609375f; precise float fragment_unnamed_594 = fragment_unnamed_585 * 0.08163200318813323974609375f; precise float fragment_unnamed_595 = fragment_unnamed_586 * 0.08163200318813323974609375f; float fragment_unnamed_600 = mad(fragment_unnamed_552, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_601 = mad(fragment_unnamed_552, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_602 = fragment_unnamed_600 + fragment_unnamed_592; precise float fragment_unnamed_603 = fragment_unnamed_594 + mad(fragment_unnamed_552, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_604 = fragment_unnamed_601 + fragment_unnamed_589; precise float fragment_unnamed_605 = fragment_unnamed_562 + mad(fragment_unnamed_552, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_608 = mad(fragment_unnamed_553, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_609 = mad(fragment_unnamed_553, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_610 = fragment_unnamed_608 + fragment_unnamed_591; precise float fragment_unnamed_611 = fragment_unnamed_595 + mad(fragment_unnamed_553, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_612 = fragment_unnamed_609 + fragment_unnamed_593; precise float fragment_unnamed_613 = fragment_unnamed_564 + mad(fragment_unnamed_553, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_614 = fragment_unnamed_600 / fragment_unnamed_602; precise float fragment_unnamed_615 = fragment_unnamed_594 / fragment_unnamed_603; precise float fragment_unnamed_616 = fragment_unnamed_601 / fragment_unnamed_604; precise float fragment_unnamed_617 = fragment_unnamed_562 / fragment_unnamed_605; precise float fragment_unnamed_618 = fragment_unnamed_614 + (-3.5f); precise float fragment_unnamed_620 = fragment_unnamed_615 + (-1.5f); precise float fragment_unnamed_622 = fragment_unnamed_616 + 0.5f; precise float fragment_unnamed_623 = fragment_unnamed_617 + 2.5f; precise float fragment_unnamed_625 = fragment_unnamed_608 / fragment_unnamed_610; precise float fragment_unnamed_626 = fragment_unnamed_595 / fragment_unnamed_611; precise float fragment_unnamed_627 = fragment_unnamed_609 / fragment_unnamed_612; precise float fragment_unnamed_628 = fragment_unnamed_564 / fragment_unnamed_613; precise float fragment_unnamed_629 = fragment_unnamed_625 + (-3.5f); precise float fragment_unnamed_630 = fragment_unnamed_626 + (-1.5f); precise float fragment_unnamed_631 = fragment_unnamed_627 + 0.5f; precise float fragment_unnamed_632 = fragment_unnamed_628 + 2.5f; precise float fragment_unnamed_636 = fragment_unnamed_623 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_637 = fragment_unnamed_618 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_638 = fragment_unnamed_620 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_639 = fragment_unnamed_622 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_643 = fragment_unnamed_629 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_644 = fragment_unnamed_632 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_645 = fragment_unnamed_630 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_646 = fragment_unnamed_631 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_723 = fragment_unnamed_610 * fragment_unnamed_602; precise float fragment_unnamed_724 = fragment_unnamed_610 * fragment_unnamed_603; precise float fragment_unnamed_725 = fragment_unnamed_610 * fragment_unnamed_604; precise float fragment_unnamed_726 = fragment_unnamed_610 * fragment_unnamed_605; precise float fragment_unnamed_727 = fragment_unnamed_611 * fragment_unnamed_602; precise float fragment_unnamed_728 = fragment_unnamed_611 * fragment_unnamed_603; precise float fragment_unnamed_729 = fragment_unnamed_611 * fragment_unnamed_604; precise float fragment_unnamed_730 = fragment_unnamed_611 * fragment_unnamed_605; precise float fragment_unnamed_731 = fragment_unnamed_612 * fragment_unnamed_602; precise float fragment_unnamed_732 = fragment_unnamed_612 * fragment_unnamed_603; precise float fragment_unnamed_733 = fragment_unnamed_612 * fragment_unnamed_604; precise float fragment_unnamed_734 = fragment_unnamed_612 * fragment_unnamed_605; precise float fragment_unnamed_735 = fragment_unnamed_613 * fragment_unnamed_602; precise float fragment_unnamed_736 = fragment_unnamed_613 * fragment_unnamed_603; precise float fragment_unnamed_737 = fragment_unnamed_613 * fragment_unnamed_604; precise float fragment_unnamed_738 = fragment_unnamed_613 * fragment_unnamed_605; precise float fragment_unnamed_752 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x * fragment_unnamed_724; float fragment_unnamed_788 = mad(fragment_unnamed_729, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_728, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_727, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_726, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_725, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_723, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, fragment_unnamed_752)))))); float fragment_unnamed_830 = mad(fragment_unnamed_735, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_734, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_733, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_732, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_731, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_730, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, fragment_unnamed_788)))))); fragment_unnamed_313 = mad(fragment_unnamed_738, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_737, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_736, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, fragment_unnamed_830))); } fragment_unnamed_271 = fragment_unnamed_313; } fragment_unnamed_270 = fragment_unnamed_271; } else { fragment_unnamed_270 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_275 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_276 = fragment_unnamed_275 + 1.0f; float fragment_unnamed_294 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_270, fragment_uniform_buffer_2[27u].x, fragment_unnamed_276))); precise float fragment_unnamed_304 = mad(fragment_input_3.x, fragment_unnamed_294, fragment_unnamed_163) * fragment_unnamed_176.x; precise float fragment_unnamed_305 = mad(fragment_input_3.y, fragment_unnamed_294, fragment_unnamed_164) * fragment_unnamed_176.y; precise float fragment_unnamed_306 = mad(fragment_input_3.z, fragment_unnamed_294, fragment_unnamed_165) * fragment_unnamed_176.z; fragment_output_0.x = fragment_unnamed_304; fragment_output_0.y = fragment_unnamed_305; fragment_output_0.z = fragment_unnamed_306; fragment_output_0.w = fragment_unnamed_176.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS #endif // _SHADOWS_SOFT #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_64 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_69 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_70 = fragment_input_5.x + fragment_unnamed_64; precise float fragment_unnamed_71 = fragment_input_5.y + fragment_unnamed_67; precise float fragment_unnamed_72 = fragment_input_5.z + fragment_unnamed_69; precise float fragment_unnamed_83 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_85 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_87 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_88 = fragment_input_5.x + fragment_unnamed_83; precise float fragment_unnamed_89 = fragment_input_5.y + fragment_unnamed_85; precise float fragment_unnamed_90 = fragment_input_5.z + fragment_unnamed_87; precise float fragment_unnamed_101 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_103 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_105 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_106 = fragment_input_5.x + fragment_unnamed_101; precise float fragment_unnamed_107 = fragment_input_5.y + fragment_unnamed_103; precise float fragment_unnamed_108 = fragment_input_5.z + fragment_unnamed_105; precise float fragment_unnamed_119 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_121 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_123 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_124 = fragment_input_5.x + fragment_unnamed_119; precise float fragment_unnamed_125 = fragment_input_5.y + fragment_unnamed_121; precise float fragment_unnamed_126 = fragment_input_5.z + fragment_unnamed_123; bool fragment_unnamed_147 = dot(float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_148 = dot(float3(fragment_unnamed_88, fragment_unnamed_89, fragment_unnamed_90), float3(fragment_unnamed_88, fragment_unnamed_89, fragment_unnamed_90)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_149 = dot(float3(fragment_unnamed_106, fragment_unnamed_107, fragment_unnamed_108), float3(fragment_unnamed_106, fragment_unnamed_107, fragment_unnamed_108)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_173 = asfloat(fragment_unnamed_147 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_148 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_174 = asfloat(fragment_unnamed_148 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_149 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_175 = asfloat(fragment_unnamed_149 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_124, fragment_unnamed_125, fragment_unnamed_126), float3(fragment_unnamed_124, fragment_unnamed_125, fragment_unnamed_126)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_188 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_147 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_173, 0.0f), max(fragment_unnamed_174, 0.0f), max(fragment_unnamed_175, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_189 = fragment_unnamed_188 + 4.0f; uint fragment_unnamed_191 = uint(fragment_unnamed_189) << 2u; uint fragment_unnamed_194 = fragment_unnamed_191 + 1u; precise float fragment_unnamed_200 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].x; precise float fragment_unnamed_201 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].y; precise float fragment_unnamed_202 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].z; uint fragment_unnamed_213 = fragment_unnamed_191 + 2u; uint fragment_unnamed_224 = fragment_unnamed_191 + 3u; precise float fragment_unnamed_231 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].x, fragment_input_5.x, fragment_unnamed_200)) + fragment_uniform_buffer_2[fragment_unnamed_224].x; precise float fragment_unnamed_232 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].y, fragment_input_5.x, fragment_unnamed_201)) + fragment_uniform_buffer_2[fragment_unnamed_224].y; precise float fragment_unnamed_233 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].z, fragment_input_5.x, fragment_unnamed_202)) + fragment_uniform_buffer_2[fragment_unnamed_224].z; float fragment_unnamed_240 = asfloat(1065353216u); precise float fragment_unnamed_282 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_283 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_284 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_285 = fragment_input_4.x * fragment_input_4.z; precise float fragment_unnamed_320 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_325 = (-0.0f) - fragment_unnamed_320; float fragment_unnamed_326 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_325); precise float fragment_unnamed_336 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_326, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_282, fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_240)); precise float fragment_unnamed_337 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_326, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_282, fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_240)); precise float fragment_unnamed_338 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_326, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_282, fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_240)); float4 fragment_unnamed_349 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_417; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_418; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_377 = fragment_unnamed_231 + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_378 = fragment_unnamed_232 + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_379 = fragment_unnamed_231 + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_380 = fragment_unnamed_232 + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_397 = fragment_unnamed_231 + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_398 = fragment_unnamed_232 + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_399 = fragment_unnamed_231 + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_400 = fragment_unnamed_232 + fragment_uniform_buffer_2[26u].w; fragment_unnamed_418 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_377, fragment_unnamed_378), fragment_unnamed_233).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_379, fragment_unnamed_380), fragment_unnamed_233).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_397, fragment_unnamed_398), fragment_unnamed_233).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_399, fragment_unnamed_400), fragment_unnamed_233).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_454; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_462 = floor(mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_463 = floor(mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_468 = (-0.0f) - fragment_unnamed_462; precise float fragment_unnamed_469 = (-0.0f) - fragment_unnamed_463; float fragment_unnamed_470 = mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, fragment_unnamed_468); float fragment_unnamed_471 = mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, fragment_unnamed_469); precise float fragment_unnamed_472 = fragment_unnamed_470 + 0.5f; precise float fragment_unnamed_473 = fragment_unnamed_470 + 1.0f; precise float fragment_unnamed_474 = fragment_unnamed_471 + 0.5f; precise float fragment_unnamed_475 = fragment_unnamed_471 + 1.0f; precise float fragment_unnamed_476 = fragment_unnamed_472 * fragment_unnamed_472; precise float fragment_unnamed_477 = fragment_unnamed_472 * fragment_unnamed_472; precise float fragment_unnamed_478 = fragment_unnamed_474 * fragment_unnamed_474; precise float fragment_unnamed_479 = fragment_unnamed_474 * fragment_unnamed_474; precise float fragment_unnamed_480 = fragment_unnamed_477 * 0.07999999821186065673828125f; precise float fragment_unnamed_482 = fragment_unnamed_479 * 0.07999999821186065673828125f; precise float fragment_unnamed_483 = (-0.0f) - fragment_unnamed_470; precise float fragment_unnamed_484 = (-0.0f) - fragment_unnamed_471; precise float fragment_unnamed_487 = (-0.0f) - fragment_unnamed_470; precise float fragment_unnamed_488 = (-0.0f) - fragment_unnamed_471; precise float fragment_unnamed_489 = fragment_unnamed_487 + 1.0f; precise float fragment_unnamed_490 = fragment_unnamed_488 + 1.0f; float fragment_unnamed_491 = min(fragment_unnamed_470, 0.0f); float fragment_unnamed_492 = min(fragment_unnamed_471, 0.0f); precise float fragment_unnamed_493 = (-0.0f) - fragment_unnamed_491; precise float fragment_unnamed_494 = (-0.0f) - fragment_unnamed_492; float fragment_unnamed_497 = max(fragment_unnamed_470, 0.0f); float fragment_unnamed_498 = max(fragment_unnamed_471, 0.0f); precise float fragment_unnamed_499 = (-0.0f) - fragment_unnamed_497; precise float fragment_unnamed_500 = (-0.0f) - fragment_unnamed_498; precise float fragment_unnamed_503 = mad(fragment_unnamed_493, fragment_unnamed_491, fragment_unnamed_489) + 1.0f; precise float fragment_unnamed_504 = mad(fragment_unnamed_494, fragment_unnamed_492, fragment_unnamed_490) + 1.0f; precise float fragment_unnamed_505 = mad(fragment_unnamed_499, fragment_unnamed_497, fragment_unnamed_473) + 1.0f; precise float fragment_unnamed_506 = mad(fragment_unnamed_500, fragment_unnamed_498, fragment_unnamed_475) + 1.0f; precise float fragment_unnamed_507 = mad(fragment_unnamed_476, 0.5f, fragment_unnamed_483) * 0.1599999964237213134765625f; precise float fragment_unnamed_509 = mad(fragment_unnamed_478, 0.5f, fragment_unnamed_484) * 0.1599999964237213134765625f; precise float fragment_unnamed_510 = fragment_unnamed_489 * 0.1599999964237213134765625f; precise float fragment_unnamed_511 = fragment_unnamed_490 * 0.1599999964237213134765625f; precise float fragment_unnamed_512 = fragment_unnamed_503 * 0.1599999964237213134765625f; precise float fragment_unnamed_513 = fragment_unnamed_504 * 0.1599999964237213134765625f; precise float fragment_unnamed_514 = fragment_unnamed_505 * 0.1599999964237213134765625f; precise float fragment_unnamed_515 = fragment_unnamed_506 * 0.1599999964237213134765625f; precise float fragment_unnamed_516 = fragment_unnamed_473 * 0.1599999964237213134765625f; precise float fragment_unnamed_517 = fragment_unnamed_475 * 0.1599999964237213134765625f; precise float fragment_unnamed_518 = fragment_unnamed_514 + fragment_unnamed_512; precise float fragment_unnamed_519 = fragment_unnamed_480 + fragment_unnamed_516; precise float fragment_unnamed_520 = fragment_unnamed_510 + fragment_unnamed_507; precise float fragment_unnamed_521 = fragment_unnamed_514 + fragment_unnamed_512; precise float fragment_unnamed_522 = fragment_unnamed_509 + fragment_unnamed_511; precise float fragment_unnamed_523 = fragment_unnamed_513 + fragment_unnamed_515; precise float fragment_unnamed_524 = fragment_unnamed_517 + fragment_unnamed_482; precise float fragment_unnamed_525 = fragment_unnamed_510 / fragment_unnamed_520; precise float fragment_unnamed_526 = fragment_unnamed_514 / fragment_unnamed_521; precise float fragment_unnamed_527 = fragment_unnamed_480 / fragment_unnamed_519; precise float fragment_unnamed_528 = fragment_unnamed_525 + (-2.5f); precise float fragment_unnamed_530 = fragment_unnamed_526 + (-0.5f); precise float fragment_unnamed_532 = fragment_unnamed_527 + 1.5f; precise float fragment_unnamed_534 = fragment_unnamed_511 / fragment_unnamed_522; precise float fragment_unnamed_535 = fragment_unnamed_515 / fragment_unnamed_523; precise float fragment_unnamed_536 = fragment_unnamed_482 / fragment_unnamed_524; precise float fragment_unnamed_537 = fragment_unnamed_534 + (-2.5f); precise float fragment_unnamed_538 = fragment_unnamed_535 + (-0.5f); precise float fragment_unnamed_539 = fragment_unnamed_536 + 1.5f; precise float fragment_unnamed_543 = fragment_unnamed_530 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_544 = fragment_unnamed_528 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_545 = fragment_unnamed_532 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_549 = fragment_unnamed_537 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_550 = fragment_unnamed_538 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_551 = fragment_unnamed_539 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_590 = fragment_unnamed_522 * fragment_unnamed_520; precise float fragment_unnamed_591 = fragment_unnamed_522 * fragment_unnamed_521; precise float fragment_unnamed_592 = fragment_unnamed_522 * fragment_unnamed_519; precise float fragment_unnamed_593 = fragment_unnamed_523 * fragment_unnamed_520; precise float fragment_unnamed_594 = fragment_unnamed_523 * fragment_unnamed_518; precise float fragment_unnamed_595 = fragment_unnamed_523 * fragment_unnamed_519; precise float fragment_unnamed_596 = fragment_unnamed_524 * fragment_unnamed_520; precise float fragment_unnamed_597 = fragment_unnamed_524 * fragment_unnamed_521; precise float fragment_unnamed_598 = fragment_unnamed_524 * fragment_unnamed_519; precise float fragment_unnamed_608 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_543), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_549)), fragment_unnamed_233).xxxx.x * fragment_unnamed_591; float fragment_unnamed_634 = mad(fragment_unnamed_596, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_544), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_551)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_595, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_545), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_550)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_594, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_543), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_550)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_593, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_544), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_550)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_592, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_545), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_549)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_590, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_544), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_549)), fragment_unnamed_233).xxxx.x, fragment_unnamed_608)))))); fragment_unnamed_454 = mad(fragment_unnamed_598, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_545), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_551)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_597, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_543), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_551)), fragment_unnamed_233).xxxx.x, fragment_unnamed_634)); } else { float fragment_unnamed_651 = floor(mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_652 = floor(mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_657 = (-0.0f) - fragment_unnamed_651; precise float fragment_unnamed_658 = (-0.0f) - fragment_unnamed_652; float fragment_unnamed_659 = mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, fragment_unnamed_657); float fragment_unnamed_660 = mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, fragment_unnamed_658); precise float fragment_unnamed_661 = fragment_unnamed_659 + 0.5f; precise float fragment_unnamed_662 = fragment_unnamed_659 + 1.0f; precise float fragment_unnamed_663 = fragment_unnamed_660 + 0.5f; precise float fragment_unnamed_664 = fragment_unnamed_660 + 1.0f; precise float fragment_unnamed_665 = fragment_unnamed_661 * fragment_unnamed_661; precise float fragment_unnamed_666 = fragment_unnamed_661 * fragment_unnamed_661; precise float fragment_unnamed_667 = fragment_unnamed_663 * fragment_unnamed_663; precise float fragment_unnamed_668 = fragment_unnamed_663 * fragment_unnamed_663; precise float fragment_unnamed_669 = fragment_unnamed_666 * 0.040816001594066619873046875f; precise float fragment_unnamed_671 = fragment_unnamed_668 * 0.040816001594066619873046875f; precise float fragment_unnamed_672 = (-0.0f) - fragment_unnamed_659; precise float fragment_unnamed_673 = (-0.0f) - fragment_unnamed_660; precise float fragment_unnamed_676 = (-0.0f) - fragment_unnamed_659; precise float fragment_unnamed_677 = (-0.0f) - fragment_unnamed_660; precise float fragment_unnamed_678 = fragment_unnamed_676 + 1.0f; precise float fragment_unnamed_679 = fragment_unnamed_677 + 1.0f; float fragment_unnamed_680 = min(fragment_unnamed_659, 0.0f); float fragment_unnamed_681 = min(fragment_unnamed_660, 0.0f); precise float fragment_unnamed_682 = (-0.0f) - fragment_unnamed_680; precise float fragment_unnamed_683 = (-0.0f) - fragment_unnamed_681; float fragment_unnamed_686 = max(fragment_unnamed_659, 0.0f); float fragment_unnamed_687 = max(fragment_unnamed_660, 0.0f); precise float fragment_unnamed_688 = (-0.0f) - fragment_unnamed_686; precise float fragment_unnamed_689 = (-0.0f) - fragment_unnamed_687; precise float fragment_unnamed_692 = mad(fragment_unnamed_682, fragment_unnamed_680, fragment_unnamed_678) + 2.0f; precise float fragment_unnamed_693 = mad(fragment_unnamed_683, fragment_unnamed_681, fragment_unnamed_679) + 2.0f; precise float fragment_unnamed_694 = mad(fragment_unnamed_688, fragment_unnamed_686, fragment_unnamed_662) + 2.0f; precise float fragment_unnamed_695 = mad(fragment_unnamed_689, fragment_unnamed_687, fragment_unnamed_664) + 2.0f; precise float fragment_unnamed_696 = fragment_unnamed_694 * 0.08163200318813323974609375f; precise float fragment_unnamed_698 = mad(fragment_unnamed_667, 0.5f, fragment_unnamed_673) * 0.08163200318813323974609375f; precise float fragment_unnamed_699 = mad(fragment_unnamed_665, 0.5f, fragment_unnamed_672) * 0.08163200318813323974609375f; precise float fragment_unnamed_700 = fragment_unnamed_695 * 0.08163200318813323974609375f; precise float fragment_unnamed_701 = fragment_unnamed_692 * 0.08163200318813323974609375f; precise float fragment_unnamed_702 = fragment_unnamed_693 * 0.08163200318813323974609375f; float fragment_unnamed_707 = mad(fragment_unnamed_659, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_708 = mad(fragment_unnamed_659, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_709 = fragment_unnamed_707 + fragment_unnamed_699; precise float fragment_unnamed_710 = fragment_unnamed_701 + mad(fragment_unnamed_659, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_711 = fragment_unnamed_708 + fragment_unnamed_696; precise float fragment_unnamed_712 = fragment_unnamed_669 + mad(fragment_unnamed_659, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_715 = mad(fragment_unnamed_660, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_716 = mad(fragment_unnamed_660, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_717 = fragment_unnamed_715 + fragment_unnamed_698; precise float fragment_unnamed_718 = fragment_unnamed_702 + mad(fragment_unnamed_660, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_719 = fragment_unnamed_716 + fragment_unnamed_700; precise float fragment_unnamed_720 = fragment_unnamed_671 + mad(fragment_unnamed_660, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_721 = fragment_unnamed_707 / fragment_unnamed_709; precise float fragment_unnamed_722 = fragment_unnamed_701 / fragment_unnamed_710; precise float fragment_unnamed_723 = fragment_unnamed_708 / fragment_unnamed_711; precise float fragment_unnamed_724 = fragment_unnamed_669 / fragment_unnamed_712; precise float fragment_unnamed_725 = fragment_unnamed_721 + (-3.5f); precise float fragment_unnamed_727 = fragment_unnamed_722 + (-1.5f); precise float fragment_unnamed_729 = fragment_unnamed_723 + 0.5f; precise float fragment_unnamed_730 = fragment_unnamed_724 + 2.5f; precise float fragment_unnamed_732 = fragment_unnamed_715 / fragment_unnamed_717; precise float fragment_unnamed_733 = fragment_unnamed_702 / fragment_unnamed_718; precise float fragment_unnamed_734 = fragment_unnamed_716 / fragment_unnamed_719; precise float fragment_unnamed_735 = fragment_unnamed_671 / fragment_unnamed_720; precise float fragment_unnamed_736 = fragment_unnamed_732 + (-3.5f); precise float fragment_unnamed_737 = fragment_unnamed_733 + (-1.5f); precise float fragment_unnamed_738 = fragment_unnamed_734 + 0.5f; precise float fragment_unnamed_739 = fragment_unnamed_735 + 2.5f; precise float fragment_unnamed_743 = fragment_unnamed_730 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_744 = fragment_unnamed_725 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_745 = fragment_unnamed_727 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_746 = fragment_unnamed_729 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_750 = fragment_unnamed_736 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_751 = fragment_unnamed_739 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_752 = fragment_unnamed_737 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_753 = fragment_unnamed_738 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_830 = fragment_unnamed_717 * fragment_unnamed_709; precise float fragment_unnamed_831 = fragment_unnamed_717 * fragment_unnamed_710; precise float fragment_unnamed_832 = fragment_unnamed_717 * fragment_unnamed_711; precise float fragment_unnamed_833 = fragment_unnamed_717 * fragment_unnamed_712; precise float fragment_unnamed_834 = fragment_unnamed_718 * fragment_unnamed_709; precise float fragment_unnamed_835 = fragment_unnamed_718 * fragment_unnamed_710; precise float fragment_unnamed_836 = fragment_unnamed_718 * fragment_unnamed_711; precise float fragment_unnamed_837 = fragment_unnamed_718 * fragment_unnamed_712; precise float fragment_unnamed_838 = fragment_unnamed_719 * fragment_unnamed_709; precise float fragment_unnamed_839 = fragment_unnamed_719 * fragment_unnamed_710; precise float fragment_unnamed_840 = fragment_unnamed_719 * fragment_unnamed_711; precise float fragment_unnamed_841 = fragment_unnamed_719 * fragment_unnamed_712; precise float fragment_unnamed_842 = fragment_unnamed_720 * fragment_unnamed_709; precise float fragment_unnamed_843 = fragment_unnamed_720 * fragment_unnamed_710; precise float fragment_unnamed_844 = fragment_unnamed_720 * fragment_unnamed_711; precise float fragment_unnamed_845 = fragment_unnamed_720 * fragment_unnamed_712; precise float fragment_unnamed_855 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x * fragment_unnamed_831; float fragment_unnamed_881 = mad(fragment_unnamed_836, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_835, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_834, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_833, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_832, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_830, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x, fragment_unnamed_855)))))); float fragment_unnamed_911 = mad(fragment_unnamed_842, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_841, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_840, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_839, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_838, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_837, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, fragment_unnamed_881)))))); fragment_unnamed_454 = mad(fragment_unnamed_845, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_844, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_843, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, fragment_unnamed_911))); } fragment_unnamed_418 = fragment_unnamed_454; } fragment_unnamed_417 = fragment_unnamed_418; } else { fragment_unnamed_417 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_unnamed_233).xxxx.x; } precise float fragment_unnamed_422 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_423 = fragment_unnamed_422 + 1.0f; float fragment_unnamed_436 = asfloat(((((fragment_unnamed_233 >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_unnamed_233) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_417, fragment_uniform_buffer_2[27u].x, fragment_unnamed_423))); precise float fragment_unnamed_446 = mad(fragment_input_3.x, fragment_unnamed_436, fragment_unnamed_336) * fragment_unnamed_349.x; precise float fragment_unnamed_447 = mad(fragment_input_3.y, fragment_unnamed_436, fragment_unnamed_337) * fragment_unnamed_349.y; precise float fragment_unnamed_448 = mad(fragment_input_3.z, fragment_unnamed_436, fragment_unnamed_338) * fragment_unnamed_349.z; fragment_output_0.x = fragment_unnamed_446; fragment_output_0.y = fragment_unnamed_447; fragment_output_0.z = fragment_unnamed_448; fragment_output_0.w = fragment_unnamed_349.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _SHADOWS_SOFT #ifndef _LIGHT_COOKIES #ifndef _MAIN_LIGHT_SHADOWS #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static uint fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_7 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_70 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_72 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_73 = fragment_input_5.x + fragment_unnamed_67; precise float fragment_unnamed_74 = fragment_input_5.y + fragment_unnamed_70; precise float fragment_unnamed_75 = fragment_input_5.z + fragment_unnamed_72; precise float fragment_unnamed_86 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_88 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_90 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_91 = fragment_input_5.x + fragment_unnamed_86; precise float fragment_unnamed_92 = fragment_input_5.y + fragment_unnamed_88; precise float fragment_unnamed_93 = fragment_input_5.z + fragment_unnamed_90; precise float fragment_unnamed_104 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_106 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_108 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_109 = fragment_input_5.x + fragment_unnamed_104; precise float fragment_unnamed_110 = fragment_input_5.y + fragment_unnamed_106; precise float fragment_unnamed_111 = fragment_input_5.z + fragment_unnamed_108; precise float fragment_unnamed_122 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_124 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_126 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_127 = fragment_input_5.x + fragment_unnamed_122; precise float fragment_unnamed_128 = fragment_input_5.y + fragment_unnamed_124; precise float fragment_unnamed_129 = fragment_input_5.z + fragment_unnamed_126; bool fragment_unnamed_150 = dot(float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75), float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_151 = dot(float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93), float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_152 = dot(float3(fragment_unnamed_109, fragment_unnamed_110, fragment_unnamed_111), float3(fragment_unnamed_109, fragment_unnamed_110, fragment_unnamed_111)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_176 = asfloat(fragment_unnamed_150 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_151 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_177 = asfloat(fragment_unnamed_151 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_152 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_178 = asfloat(fragment_unnamed_152 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_127, fragment_unnamed_128, fragment_unnamed_129), float3(fragment_unnamed_127, fragment_unnamed_128, fragment_unnamed_129)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_191 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_150 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_176, 0.0f), max(fragment_unnamed_177, 0.0f), max(fragment_unnamed_178, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_192 = fragment_unnamed_191 + 4.0f; uint fragment_unnamed_194 = uint(fragment_unnamed_192) << 2u; uint fragment_unnamed_197 = fragment_unnamed_194 + 1u; precise float fragment_unnamed_203 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].x; precise float fragment_unnamed_204 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].y; precise float fragment_unnamed_205 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].z; uint fragment_unnamed_216 = fragment_unnamed_194 + 2u; uint fragment_unnamed_227 = fragment_unnamed_194 + 3u; precise float fragment_unnamed_234 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].x, fragment_input_5.x, fragment_unnamed_203)) + fragment_uniform_buffer_2[fragment_unnamed_227].x; precise float fragment_unnamed_235 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].y, fragment_input_5.x, fragment_unnamed_204)) + fragment_uniform_buffer_2[fragment_unnamed_227].y; precise float fragment_unnamed_236 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].z, fragment_input_5.x, fragment_unnamed_205)) + fragment_uniform_buffer_2[fragment_unnamed_227].z; float fragment_unnamed_243 = asfloat(1065353216u); precise float fragment_unnamed_285 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_286 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_287 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_288 = fragment_input_4.x * fragment_input_4.z; precise float fragment_unnamed_323 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_328 = (-0.0f) - fragment_unnamed_323; float fragment_unnamed_329 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_328); precise float fragment_unnamed_339 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_329, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_243)); precise float fragment_unnamed_340 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_329, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_243)); precise float fragment_unnamed_341 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_329, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_243)); float4 fragment_unnamed_352 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_420; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_421; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_380 = fragment_unnamed_234 + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_381 = fragment_unnamed_235 + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_382 = fragment_unnamed_234 + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_383 = fragment_unnamed_235 + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_400 = fragment_unnamed_234 + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_401 = fragment_unnamed_235 + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_402 = fragment_unnamed_234 + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_403 = fragment_unnamed_235 + fragment_uniform_buffer_2[26u].w; fragment_unnamed_421 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_380, fragment_unnamed_381), fragment_unnamed_236).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_382, fragment_unnamed_383), fragment_unnamed_236).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_400, fragment_unnamed_401), fragment_unnamed_236).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_402, fragment_unnamed_403), fragment_unnamed_236).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_457; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_465 = floor(mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_466 = floor(mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_471 = (-0.0f) - fragment_unnamed_465; precise float fragment_unnamed_472 = (-0.0f) - fragment_unnamed_466; float fragment_unnamed_473 = mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, fragment_unnamed_471); float fragment_unnamed_474 = mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, fragment_unnamed_472); precise float fragment_unnamed_475 = fragment_unnamed_473 + 0.5f; precise float fragment_unnamed_476 = fragment_unnamed_473 + 1.0f; precise float fragment_unnamed_477 = fragment_unnamed_474 + 0.5f; precise float fragment_unnamed_478 = fragment_unnamed_474 + 1.0f; precise float fragment_unnamed_479 = fragment_unnamed_475 * fragment_unnamed_475; precise float fragment_unnamed_480 = fragment_unnamed_475 * fragment_unnamed_475; precise float fragment_unnamed_481 = fragment_unnamed_477 * fragment_unnamed_477; precise float fragment_unnamed_482 = fragment_unnamed_477 * fragment_unnamed_477; precise float fragment_unnamed_483 = fragment_unnamed_480 * 0.07999999821186065673828125f; precise float fragment_unnamed_485 = fragment_unnamed_482 * 0.07999999821186065673828125f; precise float fragment_unnamed_486 = (-0.0f) - fragment_unnamed_473; precise float fragment_unnamed_487 = (-0.0f) - fragment_unnamed_474; precise float fragment_unnamed_490 = (-0.0f) - fragment_unnamed_473; precise float fragment_unnamed_491 = (-0.0f) - fragment_unnamed_474; precise float fragment_unnamed_492 = fragment_unnamed_490 + 1.0f; precise float fragment_unnamed_493 = fragment_unnamed_491 + 1.0f; float fragment_unnamed_494 = min(fragment_unnamed_473, 0.0f); float fragment_unnamed_495 = min(fragment_unnamed_474, 0.0f); precise float fragment_unnamed_496 = (-0.0f) - fragment_unnamed_494; precise float fragment_unnamed_497 = (-0.0f) - fragment_unnamed_495; float fragment_unnamed_500 = max(fragment_unnamed_473, 0.0f); float fragment_unnamed_501 = max(fragment_unnamed_474, 0.0f); precise float fragment_unnamed_502 = (-0.0f) - fragment_unnamed_500; precise float fragment_unnamed_503 = (-0.0f) - fragment_unnamed_501; precise float fragment_unnamed_506 = mad(fragment_unnamed_496, fragment_unnamed_494, fragment_unnamed_492) + 1.0f; precise float fragment_unnamed_507 = mad(fragment_unnamed_497, fragment_unnamed_495, fragment_unnamed_493) + 1.0f; precise float fragment_unnamed_508 = mad(fragment_unnamed_502, fragment_unnamed_500, fragment_unnamed_476) + 1.0f; precise float fragment_unnamed_509 = mad(fragment_unnamed_503, fragment_unnamed_501, fragment_unnamed_478) + 1.0f; precise float fragment_unnamed_510 = mad(fragment_unnamed_479, 0.5f, fragment_unnamed_486) * 0.1599999964237213134765625f; precise float fragment_unnamed_512 = mad(fragment_unnamed_481, 0.5f, fragment_unnamed_487) * 0.1599999964237213134765625f; precise float fragment_unnamed_513 = fragment_unnamed_492 * 0.1599999964237213134765625f; precise float fragment_unnamed_514 = fragment_unnamed_493 * 0.1599999964237213134765625f; precise float fragment_unnamed_515 = fragment_unnamed_506 * 0.1599999964237213134765625f; precise float fragment_unnamed_516 = fragment_unnamed_507 * 0.1599999964237213134765625f; precise float fragment_unnamed_517 = fragment_unnamed_508 * 0.1599999964237213134765625f; precise float fragment_unnamed_518 = fragment_unnamed_509 * 0.1599999964237213134765625f; precise float fragment_unnamed_519 = fragment_unnamed_476 * 0.1599999964237213134765625f; precise float fragment_unnamed_520 = fragment_unnamed_478 * 0.1599999964237213134765625f; precise float fragment_unnamed_521 = fragment_unnamed_517 + fragment_unnamed_515; precise float fragment_unnamed_522 = fragment_unnamed_483 + fragment_unnamed_519; precise float fragment_unnamed_523 = fragment_unnamed_513 + fragment_unnamed_510; precise float fragment_unnamed_524 = fragment_unnamed_517 + fragment_unnamed_515; precise float fragment_unnamed_525 = fragment_unnamed_512 + fragment_unnamed_514; precise float fragment_unnamed_526 = fragment_unnamed_516 + fragment_unnamed_518; precise float fragment_unnamed_527 = fragment_unnamed_520 + fragment_unnamed_485; precise float fragment_unnamed_528 = fragment_unnamed_513 / fragment_unnamed_523; precise float fragment_unnamed_529 = fragment_unnamed_517 / fragment_unnamed_524; precise float fragment_unnamed_530 = fragment_unnamed_483 / fragment_unnamed_522; precise float fragment_unnamed_531 = fragment_unnamed_528 + (-2.5f); precise float fragment_unnamed_533 = fragment_unnamed_529 + (-0.5f); precise float fragment_unnamed_535 = fragment_unnamed_530 + 1.5f; precise float fragment_unnamed_537 = fragment_unnamed_514 / fragment_unnamed_525; precise float fragment_unnamed_538 = fragment_unnamed_518 / fragment_unnamed_526; precise float fragment_unnamed_539 = fragment_unnamed_485 / fragment_unnamed_527; precise float fragment_unnamed_540 = fragment_unnamed_537 + (-2.5f); precise float fragment_unnamed_541 = fragment_unnamed_538 + (-0.5f); precise float fragment_unnamed_542 = fragment_unnamed_539 + 1.5f; precise float fragment_unnamed_546 = fragment_unnamed_533 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_547 = fragment_unnamed_531 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_548 = fragment_unnamed_535 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_552 = fragment_unnamed_540 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_553 = fragment_unnamed_541 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_554 = fragment_unnamed_542 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_593 = fragment_unnamed_525 * fragment_unnamed_523; precise float fragment_unnamed_594 = fragment_unnamed_525 * fragment_unnamed_524; precise float fragment_unnamed_595 = fragment_unnamed_525 * fragment_unnamed_522; precise float fragment_unnamed_596 = fragment_unnamed_526 * fragment_unnamed_523; precise float fragment_unnamed_597 = fragment_unnamed_526 * fragment_unnamed_521; precise float fragment_unnamed_598 = fragment_unnamed_526 * fragment_unnamed_522; precise float fragment_unnamed_599 = fragment_unnamed_527 * fragment_unnamed_523; precise float fragment_unnamed_600 = fragment_unnamed_527 * fragment_unnamed_524; precise float fragment_unnamed_601 = fragment_unnamed_527 * fragment_unnamed_522; precise float fragment_unnamed_611 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_546), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_552)), fragment_unnamed_236).xxxx.x * fragment_unnamed_594; float fragment_unnamed_637 = mad(fragment_unnamed_599, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_547), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_554)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_598, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_548), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_553)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_597, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_546), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_553)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_596, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_547), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_553)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_595, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_548), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_552)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_593, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_547), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_552)), fragment_unnamed_236).xxxx.x, fragment_unnamed_611)))))); fragment_unnamed_457 = mad(fragment_unnamed_601, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_548), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_554)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_600, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_546), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_554)), fragment_unnamed_236).xxxx.x, fragment_unnamed_637)); } else { float fragment_unnamed_654 = floor(mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_655 = floor(mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_660 = (-0.0f) - fragment_unnamed_654; precise float fragment_unnamed_661 = (-0.0f) - fragment_unnamed_655; float fragment_unnamed_662 = mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, fragment_unnamed_660); float fragment_unnamed_663 = mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, fragment_unnamed_661); precise float fragment_unnamed_664 = fragment_unnamed_662 + 0.5f; precise float fragment_unnamed_665 = fragment_unnamed_662 + 1.0f; precise float fragment_unnamed_666 = fragment_unnamed_663 + 0.5f; precise float fragment_unnamed_667 = fragment_unnamed_663 + 1.0f; precise float fragment_unnamed_668 = fragment_unnamed_664 * fragment_unnamed_664; precise float fragment_unnamed_669 = fragment_unnamed_664 * fragment_unnamed_664; precise float fragment_unnamed_670 = fragment_unnamed_666 * fragment_unnamed_666; precise float fragment_unnamed_671 = fragment_unnamed_666 * fragment_unnamed_666; precise float fragment_unnamed_672 = fragment_unnamed_669 * 0.040816001594066619873046875f; precise float fragment_unnamed_674 = fragment_unnamed_671 * 0.040816001594066619873046875f; precise float fragment_unnamed_675 = (-0.0f) - fragment_unnamed_662; precise float fragment_unnamed_676 = (-0.0f) - fragment_unnamed_663; precise float fragment_unnamed_679 = (-0.0f) - fragment_unnamed_662; precise float fragment_unnamed_680 = (-0.0f) - fragment_unnamed_663; precise float fragment_unnamed_681 = fragment_unnamed_679 + 1.0f; precise float fragment_unnamed_682 = fragment_unnamed_680 + 1.0f; float fragment_unnamed_683 = min(fragment_unnamed_662, 0.0f); float fragment_unnamed_684 = min(fragment_unnamed_663, 0.0f); precise float fragment_unnamed_685 = (-0.0f) - fragment_unnamed_683; precise float fragment_unnamed_686 = (-0.0f) - fragment_unnamed_684; float fragment_unnamed_689 = max(fragment_unnamed_662, 0.0f); float fragment_unnamed_690 = max(fragment_unnamed_663, 0.0f); precise float fragment_unnamed_691 = (-0.0f) - fragment_unnamed_689; precise float fragment_unnamed_692 = (-0.0f) - fragment_unnamed_690; precise float fragment_unnamed_695 = mad(fragment_unnamed_685, fragment_unnamed_683, fragment_unnamed_681) + 2.0f; precise float fragment_unnamed_696 = mad(fragment_unnamed_686, fragment_unnamed_684, fragment_unnamed_682) + 2.0f; precise float fragment_unnamed_697 = mad(fragment_unnamed_691, fragment_unnamed_689, fragment_unnamed_665) + 2.0f; precise float fragment_unnamed_698 = mad(fragment_unnamed_692, fragment_unnamed_690, fragment_unnamed_667) + 2.0f; precise float fragment_unnamed_699 = fragment_unnamed_697 * 0.08163200318813323974609375f; precise float fragment_unnamed_701 = mad(fragment_unnamed_670, 0.5f, fragment_unnamed_676) * 0.08163200318813323974609375f; precise float fragment_unnamed_702 = mad(fragment_unnamed_668, 0.5f, fragment_unnamed_675) * 0.08163200318813323974609375f; precise float fragment_unnamed_703 = fragment_unnamed_698 * 0.08163200318813323974609375f; precise float fragment_unnamed_704 = fragment_unnamed_695 * 0.08163200318813323974609375f; precise float fragment_unnamed_705 = fragment_unnamed_696 * 0.08163200318813323974609375f; float fragment_unnamed_710 = mad(fragment_unnamed_662, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_711 = mad(fragment_unnamed_662, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_712 = fragment_unnamed_710 + fragment_unnamed_702; precise float fragment_unnamed_713 = fragment_unnamed_704 + mad(fragment_unnamed_662, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_714 = fragment_unnamed_711 + fragment_unnamed_699; precise float fragment_unnamed_715 = fragment_unnamed_672 + mad(fragment_unnamed_662, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_718 = mad(fragment_unnamed_663, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_719 = mad(fragment_unnamed_663, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_720 = fragment_unnamed_718 + fragment_unnamed_701; precise float fragment_unnamed_721 = fragment_unnamed_705 + mad(fragment_unnamed_663, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_722 = fragment_unnamed_719 + fragment_unnamed_703; precise float fragment_unnamed_723 = fragment_unnamed_674 + mad(fragment_unnamed_663, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_724 = fragment_unnamed_710 / fragment_unnamed_712; precise float fragment_unnamed_725 = fragment_unnamed_704 / fragment_unnamed_713; precise float fragment_unnamed_726 = fragment_unnamed_711 / fragment_unnamed_714; precise float fragment_unnamed_727 = fragment_unnamed_672 / fragment_unnamed_715; precise float fragment_unnamed_728 = fragment_unnamed_724 + (-3.5f); precise float fragment_unnamed_730 = fragment_unnamed_725 + (-1.5f); precise float fragment_unnamed_732 = fragment_unnamed_726 + 0.5f; precise float fragment_unnamed_733 = fragment_unnamed_727 + 2.5f; precise float fragment_unnamed_735 = fragment_unnamed_718 / fragment_unnamed_720; precise float fragment_unnamed_736 = fragment_unnamed_705 / fragment_unnamed_721; precise float fragment_unnamed_737 = fragment_unnamed_719 / fragment_unnamed_722; precise float fragment_unnamed_738 = fragment_unnamed_674 / fragment_unnamed_723; precise float fragment_unnamed_739 = fragment_unnamed_735 + (-3.5f); precise float fragment_unnamed_740 = fragment_unnamed_736 + (-1.5f); precise float fragment_unnamed_741 = fragment_unnamed_737 + 0.5f; precise float fragment_unnamed_742 = fragment_unnamed_738 + 2.5f; precise float fragment_unnamed_746 = fragment_unnamed_733 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_747 = fragment_unnamed_728 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_748 = fragment_unnamed_730 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_749 = fragment_unnamed_732 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_753 = fragment_unnamed_739 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_754 = fragment_unnamed_742 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_755 = fragment_unnamed_740 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_756 = fragment_unnamed_741 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_833 = fragment_unnamed_720 * fragment_unnamed_712; precise float fragment_unnamed_834 = fragment_unnamed_720 * fragment_unnamed_713; precise float fragment_unnamed_835 = fragment_unnamed_720 * fragment_unnamed_714; precise float fragment_unnamed_836 = fragment_unnamed_720 * fragment_unnamed_715; precise float fragment_unnamed_837 = fragment_unnamed_721 * fragment_unnamed_712; precise float fragment_unnamed_838 = fragment_unnamed_721 * fragment_unnamed_713; precise float fragment_unnamed_839 = fragment_unnamed_721 * fragment_unnamed_714; precise float fragment_unnamed_840 = fragment_unnamed_721 * fragment_unnamed_715; precise float fragment_unnamed_841 = fragment_unnamed_722 * fragment_unnamed_712; precise float fragment_unnamed_842 = fragment_unnamed_722 * fragment_unnamed_713; precise float fragment_unnamed_843 = fragment_unnamed_722 * fragment_unnamed_714; precise float fragment_unnamed_844 = fragment_unnamed_722 * fragment_unnamed_715; precise float fragment_unnamed_845 = fragment_unnamed_723 * fragment_unnamed_712; precise float fragment_unnamed_846 = fragment_unnamed_723 * fragment_unnamed_713; precise float fragment_unnamed_847 = fragment_unnamed_723 * fragment_unnamed_714; precise float fragment_unnamed_848 = fragment_unnamed_723 * fragment_unnamed_715; precise float fragment_unnamed_858 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x * fragment_unnamed_834; float fragment_unnamed_884 = mad(fragment_unnamed_839, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_838, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_837, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_836, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_835, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_833, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x, fragment_unnamed_858)))))); float fragment_unnamed_914 = mad(fragment_unnamed_845, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_844, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_843, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_842, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_841, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_840, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, fragment_unnamed_884)))))); fragment_unnamed_457 = mad(fragment_unnamed_848, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_847, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_846, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, fragment_unnamed_914))); } fragment_unnamed_421 = fragment_unnamed_457; } fragment_unnamed_420 = fragment_unnamed_421; } else { fragment_unnamed_420 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_unnamed_236).xxxx.x; } precise float fragment_unnamed_425 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_426 = fragment_unnamed_425 + 1.0f; float fragment_unnamed_439 = asfloat(((((fragment_unnamed_236 >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_unnamed_236) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_420, fragment_uniform_buffer_2[27u].x, fragment_unnamed_426))); precise float fragment_unnamed_449 = mad(fragment_input_3.x, fragment_unnamed_439, fragment_unnamed_339) * fragment_unnamed_352.x; precise float fragment_unnamed_450 = mad(fragment_input_3.y, fragment_unnamed_439, fragment_unnamed_340) * fragment_unnamed_352.y; precise float fragment_unnamed_451 = mad(fragment_input_3.z, fragment_unnamed_439, fragment_unnamed_341) * fragment_unnamed_352.z; fragment_output_0.x = fragment_unnamed_449; fragment_output_0.y = fragment_unnamed_450; fragment_output_0.z = fragment_unnamed_451; fragment_output_0.w = fragment_unnamed_352.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _SHADOWS_SOFT #endif // !_LIGHT_COOKIES #endif // !_MAIN_LIGHT_SHADOWS #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_60 = asfloat(1065353216u); precise float fragment_unnamed_104 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_105 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_106 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_107 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_142 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_142; float fragment_unnamed_150 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_147); precise float fragment_unnamed_160 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_150, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_60)); precise float fragment_unnamed_161 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_150, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_60)); precise float fragment_unnamed_162 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_150, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_60)); float4 fragment_unnamed_173 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_267; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_268; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_214 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_215 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_216 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_217 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_242 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_243 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_244 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_245 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_268 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_214, fragment_unnamed_215), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_216, fragment_unnamed_217), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_242, fragment_unnamed_243), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_244, fragment_unnamed_245), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_310; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_322 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_323 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_332 = (-0.0f) - fragment_unnamed_322; precise float fragment_unnamed_333 = (-0.0f) - fragment_unnamed_323; float fragment_unnamed_334 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_332); float fragment_unnamed_335 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_333); precise float fragment_unnamed_336 = fragment_unnamed_334 + 0.5f; precise float fragment_unnamed_337 = fragment_unnamed_334 + 1.0f; precise float fragment_unnamed_338 = fragment_unnamed_335 + 0.5f; precise float fragment_unnamed_339 = fragment_unnamed_335 + 1.0f; precise float fragment_unnamed_340 = fragment_unnamed_336 * fragment_unnamed_336; precise float fragment_unnamed_341 = fragment_unnamed_336 * fragment_unnamed_336; precise float fragment_unnamed_342 = fragment_unnamed_338 * fragment_unnamed_338; precise float fragment_unnamed_343 = fragment_unnamed_338 * fragment_unnamed_338; precise float fragment_unnamed_344 = fragment_unnamed_341 * 0.07999999821186065673828125f; precise float fragment_unnamed_346 = fragment_unnamed_343 * 0.07999999821186065673828125f; precise float fragment_unnamed_347 = (-0.0f) - fragment_unnamed_334; precise float fragment_unnamed_348 = (-0.0f) - fragment_unnamed_335; precise float fragment_unnamed_351 = (-0.0f) - fragment_unnamed_334; precise float fragment_unnamed_352 = (-0.0f) - fragment_unnamed_335; precise float fragment_unnamed_353 = fragment_unnamed_351 + 1.0f; precise float fragment_unnamed_354 = fragment_unnamed_352 + 1.0f; float fragment_unnamed_355 = min(fragment_unnamed_334, 0.0f); float fragment_unnamed_356 = min(fragment_unnamed_335, 0.0f); precise float fragment_unnamed_357 = (-0.0f) - fragment_unnamed_355; precise float fragment_unnamed_358 = (-0.0f) - fragment_unnamed_356; float fragment_unnamed_361 = max(fragment_unnamed_334, 0.0f); float fragment_unnamed_362 = max(fragment_unnamed_335, 0.0f); precise float fragment_unnamed_363 = (-0.0f) - fragment_unnamed_361; precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_362; precise float fragment_unnamed_367 = mad(fragment_unnamed_357, fragment_unnamed_355, fragment_unnamed_353) + 1.0f; precise float fragment_unnamed_368 = mad(fragment_unnamed_358, fragment_unnamed_356, fragment_unnamed_354) + 1.0f; precise float fragment_unnamed_369 = mad(fragment_unnamed_363, fragment_unnamed_361, fragment_unnamed_337) + 1.0f; precise float fragment_unnamed_370 = mad(fragment_unnamed_364, fragment_unnamed_362, fragment_unnamed_339) + 1.0f; precise float fragment_unnamed_371 = mad(fragment_unnamed_340, 0.5f, fragment_unnamed_347) * 0.1599999964237213134765625f; precise float fragment_unnamed_373 = mad(fragment_unnamed_342, 0.5f, fragment_unnamed_348) * 0.1599999964237213134765625f; precise float fragment_unnamed_374 = fragment_unnamed_353 * 0.1599999964237213134765625f; precise float fragment_unnamed_375 = fragment_unnamed_354 * 0.1599999964237213134765625f; precise float fragment_unnamed_376 = fragment_unnamed_367 * 0.1599999964237213134765625f; precise float fragment_unnamed_377 = fragment_unnamed_368 * 0.1599999964237213134765625f; precise float fragment_unnamed_378 = fragment_unnamed_369 * 0.1599999964237213134765625f; precise float fragment_unnamed_379 = fragment_unnamed_370 * 0.1599999964237213134765625f; precise float fragment_unnamed_380 = fragment_unnamed_337 * 0.1599999964237213134765625f; precise float fragment_unnamed_381 = fragment_unnamed_339 * 0.1599999964237213134765625f; precise float fragment_unnamed_382 = fragment_unnamed_378 + fragment_unnamed_376; precise float fragment_unnamed_383 = fragment_unnamed_344 + fragment_unnamed_380; precise float fragment_unnamed_384 = fragment_unnamed_374 + fragment_unnamed_371; precise float fragment_unnamed_385 = fragment_unnamed_378 + fragment_unnamed_376; precise float fragment_unnamed_386 = fragment_unnamed_373 + fragment_unnamed_375; precise float fragment_unnamed_387 = fragment_unnamed_377 + fragment_unnamed_379; precise float fragment_unnamed_388 = fragment_unnamed_381 + fragment_unnamed_346; precise float fragment_unnamed_389 = fragment_unnamed_374 / fragment_unnamed_384; precise float fragment_unnamed_390 = fragment_unnamed_378 / fragment_unnamed_385; precise float fragment_unnamed_391 = fragment_unnamed_344 / fragment_unnamed_383; precise float fragment_unnamed_392 = fragment_unnamed_389 + (-2.5f); precise float fragment_unnamed_394 = fragment_unnamed_390 + (-0.5f); precise float fragment_unnamed_396 = fragment_unnamed_391 + 1.5f; precise float fragment_unnamed_398 = fragment_unnamed_375 / fragment_unnamed_386; precise float fragment_unnamed_399 = fragment_unnamed_379 / fragment_unnamed_387; precise float fragment_unnamed_400 = fragment_unnamed_346 / fragment_unnamed_388; precise float fragment_unnamed_401 = fragment_unnamed_398 + (-2.5f); precise float fragment_unnamed_402 = fragment_unnamed_399 + (-0.5f); precise float fragment_unnamed_403 = fragment_unnamed_400 + 1.5f; precise float fragment_unnamed_407 = fragment_unnamed_394 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_408 = fragment_unnamed_392 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_409 = fragment_unnamed_396 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_413 = fragment_unnamed_401 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_414 = fragment_unnamed_402 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_415 = fragment_unnamed_403 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_454 = fragment_unnamed_386 * fragment_unnamed_384; precise float fragment_unnamed_455 = fragment_unnamed_386 * fragment_unnamed_385; precise float fragment_unnamed_456 = fragment_unnamed_386 * fragment_unnamed_383; precise float fragment_unnamed_457 = fragment_unnamed_387 * fragment_unnamed_384; precise float fragment_unnamed_458 = fragment_unnamed_387 * fragment_unnamed_382; precise float fragment_unnamed_459 = fragment_unnamed_387 * fragment_unnamed_383; precise float fragment_unnamed_460 = fragment_unnamed_388 * fragment_unnamed_384; precise float fragment_unnamed_461 = fragment_unnamed_388 * fragment_unnamed_385; precise float fragment_unnamed_462 = fragment_unnamed_388 * fragment_unnamed_383; precise float fragment_unnamed_476 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_407), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_413)), fragment_input_4.z).xxxx.x * fragment_unnamed_455; float fragment_unnamed_512 = mad(fragment_unnamed_460, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_408), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_415)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_459, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_409), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_414)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_458, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_407), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_414)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_457, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_408), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_414)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_456, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_409), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_413)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_454, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_408), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_413)), fragment_input_4.z).xxxx.x, fragment_unnamed_476)))))); fragment_unnamed_310 = mad(fragment_unnamed_462, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_409), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_415)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_461, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_322, fragment_uniform_buffer_2[28u].x, fragment_unnamed_407), mad(fragment_unnamed_323, fragment_uniform_buffer_2[28u].y, fragment_unnamed_415)), fragment_input_4.z).xxxx.x, fragment_unnamed_512)); } else { float fragment_unnamed_537 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_538 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_547 = (-0.0f) - fragment_unnamed_537; precise float fragment_unnamed_548 = (-0.0f) - fragment_unnamed_538; float fragment_unnamed_549 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_547); float fragment_unnamed_550 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_548); precise float fragment_unnamed_551 = fragment_unnamed_549 + 0.5f; precise float fragment_unnamed_552 = fragment_unnamed_549 + 1.0f; precise float fragment_unnamed_553 = fragment_unnamed_550 + 0.5f; precise float fragment_unnamed_554 = fragment_unnamed_550 + 1.0f; precise float fragment_unnamed_555 = fragment_unnamed_551 * fragment_unnamed_551; precise float fragment_unnamed_556 = fragment_unnamed_551 * fragment_unnamed_551; precise float fragment_unnamed_557 = fragment_unnamed_553 * fragment_unnamed_553; precise float fragment_unnamed_558 = fragment_unnamed_553 * fragment_unnamed_553; precise float fragment_unnamed_559 = fragment_unnamed_556 * 0.040816001594066619873046875f; precise float fragment_unnamed_561 = fragment_unnamed_558 * 0.040816001594066619873046875f; precise float fragment_unnamed_562 = (-0.0f) - fragment_unnamed_549; precise float fragment_unnamed_563 = (-0.0f) - fragment_unnamed_550; precise float fragment_unnamed_566 = (-0.0f) - fragment_unnamed_549; precise float fragment_unnamed_567 = (-0.0f) - fragment_unnamed_550; precise float fragment_unnamed_568 = fragment_unnamed_566 + 1.0f; precise float fragment_unnamed_569 = fragment_unnamed_567 + 1.0f; float fragment_unnamed_570 = min(fragment_unnamed_549, 0.0f); float fragment_unnamed_571 = min(fragment_unnamed_550, 0.0f); precise float fragment_unnamed_572 = (-0.0f) - fragment_unnamed_570; precise float fragment_unnamed_573 = (-0.0f) - fragment_unnamed_571; float fragment_unnamed_576 = max(fragment_unnamed_549, 0.0f); float fragment_unnamed_577 = max(fragment_unnamed_550, 0.0f); precise float fragment_unnamed_578 = (-0.0f) - fragment_unnamed_576; precise float fragment_unnamed_579 = (-0.0f) - fragment_unnamed_577; precise float fragment_unnamed_582 = mad(fragment_unnamed_572, fragment_unnamed_570, fragment_unnamed_568) + 2.0f; precise float fragment_unnamed_583 = mad(fragment_unnamed_573, fragment_unnamed_571, fragment_unnamed_569) + 2.0f; precise float fragment_unnamed_584 = mad(fragment_unnamed_578, fragment_unnamed_576, fragment_unnamed_552) + 2.0f; precise float fragment_unnamed_585 = mad(fragment_unnamed_579, fragment_unnamed_577, fragment_unnamed_554) + 2.0f; precise float fragment_unnamed_586 = fragment_unnamed_584 * 0.08163200318813323974609375f; precise float fragment_unnamed_588 = mad(fragment_unnamed_557, 0.5f, fragment_unnamed_563) * 0.08163200318813323974609375f; precise float fragment_unnamed_589 = mad(fragment_unnamed_555, 0.5f, fragment_unnamed_562) * 0.08163200318813323974609375f; precise float fragment_unnamed_590 = fragment_unnamed_585 * 0.08163200318813323974609375f; precise float fragment_unnamed_591 = fragment_unnamed_582 * 0.08163200318813323974609375f; precise float fragment_unnamed_592 = fragment_unnamed_583 * 0.08163200318813323974609375f; float fragment_unnamed_597 = mad(fragment_unnamed_549, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_598 = mad(fragment_unnamed_549, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_599 = fragment_unnamed_597 + fragment_unnamed_589; precise float fragment_unnamed_600 = fragment_unnamed_591 + mad(fragment_unnamed_549, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_601 = fragment_unnamed_598 + fragment_unnamed_586; precise float fragment_unnamed_602 = fragment_unnamed_559 + mad(fragment_unnamed_549, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_605 = mad(fragment_unnamed_550, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_606 = mad(fragment_unnamed_550, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_607 = fragment_unnamed_605 + fragment_unnamed_588; precise float fragment_unnamed_608 = fragment_unnamed_592 + mad(fragment_unnamed_550, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_609 = fragment_unnamed_606 + fragment_unnamed_590; precise float fragment_unnamed_610 = fragment_unnamed_561 + mad(fragment_unnamed_550, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_611 = fragment_unnamed_597 / fragment_unnamed_599; precise float fragment_unnamed_612 = fragment_unnamed_591 / fragment_unnamed_600; precise float fragment_unnamed_613 = fragment_unnamed_598 / fragment_unnamed_601; precise float fragment_unnamed_614 = fragment_unnamed_559 / fragment_unnamed_602; precise float fragment_unnamed_615 = fragment_unnamed_611 + (-3.5f); precise float fragment_unnamed_617 = fragment_unnamed_612 + (-1.5f); precise float fragment_unnamed_619 = fragment_unnamed_613 + 0.5f; precise float fragment_unnamed_620 = fragment_unnamed_614 + 2.5f; precise float fragment_unnamed_622 = fragment_unnamed_605 / fragment_unnamed_607; precise float fragment_unnamed_623 = fragment_unnamed_592 / fragment_unnamed_608; precise float fragment_unnamed_624 = fragment_unnamed_606 / fragment_unnamed_609; precise float fragment_unnamed_625 = fragment_unnamed_561 / fragment_unnamed_610; precise float fragment_unnamed_626 = fragment_unnamed_622 + (-3.5f); precise float fragment_unnamed_627 = fragment_unnamed_623 + (-1.5f); precise float fragment_unnamed_628 = fragment_unnamed_624 + 0.5f; precise float fragment_unnamed_629 = fragment_unnamed_625 + 2.5f; precise float fragment_unnamed_633 = fragment_unnamed_620 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_634 = fragment_unnamed_615 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_635 = fragment_unnamed_617 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_636 = fragment_unnamed_619 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_640 = fragment_unnamed_626 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_641 = fragment_unnamed_629 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_642 = fragment_unnamed_627 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_643 = fragment_unnamed_628 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_720 = fragment_unnamed_607 * fragment_unnamed_599; precise float fragment_unnamed_721 = fragment_unnamed_607 * fragment_unnamed_600; precise float fragment_unnamed_722 = fragment_unnamed_607 * fragment_unnamed_601; precise float fragment_unnamed_723 = fragment_unnamed_607 * fragment_unnamed_602; precise float fragment_unnamed_724 = fragment_unnamed_608 * fragment_unnamed_599; precise float fragment_unnamed_725 = fragment_unnamed_608 * fragment_unnamed_600; precise float fragment_unnamed_726 = fragment_unnamed_608 * fragment_unnamed_601; precise float fragment_unnamed_727 = fragment_unnamed_608 * fragment_unnamed_602; precise float fragment_unnamed_728 = fragment_unnamed_609 * fragment_unnamed_599; precise float fragment_unnamed_729 = fragment_unnamed_609 * fragment_unnamed_600; precise float fragment_unnamed_730 = fragment_unnamed_609 * fragment_unnamed_601; precise float fragment_unnamed_731 = fragment_unnamed_609 * fragment_unnamed_602; precise float fragment_unnamed_732 = fragment_unnamed_610 * fragment_unnamed_599; precise float fragment_unnamed_733 = fragment_unnamed_610 * fragment_unnamed_600; precise float fragment_unnamed_734 = fragment_unnamed_610 * fragment_unnamed_601; precise float fragment_unnamed_735 = fragment_unnamed_610 * fragment_unnamed_602; precise float fragment_unnamed_749 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x * fragment_unnamed_721; float fragment_unnamed_785 = mad(fragment_unnamed_726, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_725, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_724, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_723, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_722, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_720, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_640)), fragment_input_4.z).xxxx.x, fragment_unnamed_749)))))); float fragment_unnamed_827 = mad(fragment_unnamed_732, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_731, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_730, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_729, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_728, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_634), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_727, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_642)), fragment_input_4.z).xxxx.x, fragment_unnamed_785)))))); fragment_unnamed_310 = mad(fragment_unnamed_735, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_633), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_734, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_733, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_537, fragment_uniform_buffer_2[28u].x, fragment_unnamed_635), mad(fragment_unnamed_538, fragment_uniform_buffer_2[28u].y, fragment_unnamed_641)), fragment_input_4.z).xxxx.x, fragment_unnamed_827))); } fragment_unnamed_268 = fragment_unnamed_310; } fragment_unnamed_267 = fragment_unnamed_268; } else { fragment_unnamed_267 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_272 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_273 = fragment_unnamed_272 + 1.0f; float fragment_unnamed_291 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_267, fragment_uniform_buffer_2[27u].x, fragment_unnamed_273))); precise float fragment_unnamed_301 = mad(fragment_input_3.x, fragment_unnamed_291, fragment_unnamed_160) * fragment_unnamed_173.x; precise float fragment_unnamed_302 = mad(fragment_input_3.y, fragment_unnamed_291, fragment_unnamed_161) * fragment_unnamed_173.y; precise float fragment_unnamed_303 = mad(fragment_input_3.z, fragment_unnamed_291, fragment_unnamed_162) * fragment_unnamed_173.z; fragment_output_0.x = fragment_unnamed_301; fragment_output_0.y = fragment_unnamed_302; fragment_output_0.z = fragment_unnamed_303; fragment_output_0.w = fragment_unnamed_173.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS #ifdef _SHADOWS_SOFT #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_63 = asfloat(1065353216u); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_145 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_150 = (-0.0f) - fragment_unnamed_145; float fragment_unnamed_153 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_150); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); float4 fragment_unnamed_176 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_270; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_271; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_217 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_218 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_219 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_220 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_245 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_246 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_247 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_248 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_271 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_217, fragment_unnamed_218), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_219, fragment_unnamed_220), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_245, fragment_unnamed_246), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_247, fragment_unnamed_248), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_313; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_325 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_326 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_335 = (-0.0f) - fragment_unnamed_325; precise float fragment_unnamed_336 = (-0.0f) - fragment_unnamed_326; float fragment_unnamed_337 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_335); float fragment_unnamed_338 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_336); precise float fragment_unnamed_339 = fragment_unnamed_337 + 0.5f; precise float fragment_unnamed_340 = fragment_unnamed_337 + 1.0f; precise float fragment_unnamed_341 = fragment_unnamed_338 + 0.5f; precise float fragment_unnamed_342 = fragment_unnamed_338 + 1.0f; precise float fragment_unnamed_343 = fragment_unnamed_339 * fragment_unnamed_339; precise float fragment_unnamed_344 = fragment_unnamed_339 * fragment_unnamed_339; precise float fragment_unnamed_345 = fragment_unnamed_341 * fragment_unnamed_341; precise float fragment_unnamed_346 = fragment_unnamed_341 * fragment_unnamed_341; precise float fragment_unnamed_347 = fragment_unnamed_344 * 0.07999999821186065673828125f; precise float fragment_unnamed_349 = fragment_unnamed_346 * 0.07999999821186065673828125f; precise float fragment_unnamed_350 = (-0.0f) - fragment_unnamed_337; precise float fragment_unnamed_351 = (-0.0f) - fragment_unnamed_338; precise float fragment_unnamed_354 = (-0.0f) - fragment_unnamed_337; precise float fragment_unnamed_355 = (-0.0f) - fragment_unnamed_338; precise float fragment_unnamed_356 = fragment_unnamed_354 + 1.0f; precise float fragment_unnamed_357 = fragment_unnamed_355 + 1.0f; float fragment_unnamed_358 = min(fragment_unnamed_337, 0.0f); float fragment_unnamed_359 = min(fragment_unnamed_338, 0.0f); precise float fragment_unnamed_360 = (-0.0f) - fragment_unnamed_358; precise float fragment_unnamed_361 = (-0.0f) - fragment_unnamed_359; float fragment_unnamed_364 = max(fragment_unnamed_337, 0.0f); float fragment_unnamed_365 = max(fragment_unnamed_338, 0.0f); precise float fragment_unnamed_366 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_367 = (-0.0f) - fragment_unnamed_365; precise float fragment_unnamed_370 = mad(fragment_unnamed_360, fragment_unnamed_358, fragment_unnamed_356) + 1.0f; precise float fragment_unnamed_371 = mad(fragment_unnamed_361, fragment_unnamed_359, fragment_unnamed_357) + 1.0f; precise float fragment_unnamed_372 = mad(fragment_unnamed_366, fragment_unnamed_364, fragment_unnamed_340) + 1.0f; precise float fragment_unnamed_373 = mad(fragment_unnamed_367, fragment_unnamed_365, fragment_unnamed_342) + 1.0f; precise float fragment_unnamed_374 = mad(fragment_unnamed_343, 0.5f, fragment_unnamed_350) * 0.1599999964237213134765625f; precise float fragment_unnamed_376 = mad(fragment_unnamed_345, 0.5f, fragment_unnamed_351) * 0.1599999964237213134765625f; precise float fragment_unnamed_377 = fragment_unnamed_356 * 0.1599999964237213134765625f; precise float fragment_unnamed_378 = fragment_unnamed_357 * 0.1599999964237213134765625f; precise float fragment_unnamed_379 = fragment_unnamed_370 * 0.1599999964237213134765625f; precise float fragment_unnamed_380 = fragment_unnamed_371 * 0.1599999964237213134765625f; precise float fragment_unnamed_381 = fragment_unnamed_372 * 0.1599999964237213134765625f; precise float fragment_unnamed_382 = fragment_unnamed_373 * 0.1599999964237213134765625f; precise float fragment_unnamed_383 = fragment_unnamed_340 * 0.1599999964237213134765625f; precise float fragment_unnamed_384 = fragment_unnamed_342 * 0.1599999964237213134765625f; precise float fragment_unnamed_385 = fragment_unnamed_381 + fragment_unnamed_379; precise float fragment_unnamed_386 = fragment_unnamed_347 + fragment_unnamed_383; precise float fragment_unnamed_387 = fragment_unnamed_377 + fragment_unnamed_374; precise float fragment_unnamed_388 = fragment_unnamed_381 + fragment_unnamed_379; precise float fragment_unnamed_389 = fragment_unnamed_376 + fragment_unnamed_378; precise float fragment_unnamed_390 = fragment_unnamed_380 + fragment_unnamed_382; precise float fragment_unnamed_391 = fragment_unnamed_384 + fragment_unnamed_349; precise float fragment_unnamed_392 = fragment_unnamed_377 / fragment_unnamed_387; precise float fragment_unnamed_393 = fragment_unnamed_381 / fragment_unnamed_388; precise float fragment_unnamed_394 = fragment_unnamed_347 / fragment_unnamed_386; precise float fragment_unnamed_395 = fragment_unnamed_392 + (-2.5f); precise float fragment_unnamed_397 = fragment_unnamed_393 + (-0.5f); precise float fragment_unnamed_399 = fragment_unnamed_394 + 1.5f; precise float fragment_unnamed_401 = fragment_unnamed_378 / fragment_unnamed_389; precise float fragment_unnamed_402 = fragment_unnamed_382 / fragment_unnamed_390; precise float fragment_unnamed_403 = fragment_unnamed_349 / fragment_unnamed_391; precise float fragment_unnamed_404 = fragment_unnamed_401 + (-2.5f); precise float fragment_unnamed_405 = fragment_unnamed_402 + (-0.5f); precise float fragment_unnamed_406 = fragment_unnamed_403 + 1.5f; precise float fragment_unnamed_410 = fragment_unnamed_397 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_411 = fragment_unnamed_395 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_412 = fragment_unnamed_399 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_416 = fragment_unnamed_404 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_417 = fragment_unnamed_405 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_418 = fragment_unnamed_406 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_457 = fragment_unnamed_389 * fragment_unnamed_387; precise float fragment_unnamed_458 = fragment_unnamed_389 * fragment_unnamed_388; precise float fragment_unnamed_459 = fragment_unnamed_389 * fragment_unnamed_386; precise float fragment_unnamed_460 = fragment_unnamed_390 * fragment_unnamed_387; precise float fragment_unnamed_461 = fragment_unnamed_390 * fragment_unnamed_385; precise float fragment_unnamed_462 = fragment_unnamed_390 * fragment_unnamed_386; precise float fragment_unnamed_463 = fragment_unnamed_391 * fragment_unnamed_387; precise float fragment_unnamed_464 = fragment_unnamed_391 * fragment_unnamed_388; precise float fragment_unnamed_465 = fragment_unnamed_391 * fragment_unnamed_386; precise float fragment_unnamed_479 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_410), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_416)), fragment_input_4.z).xxxx.x * fragment_unnamed_458; float fragment_unnamed_515 = mad(fragment_unnamed_463, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_411), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_418)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_462, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_412), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_417)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_461, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_410), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_417)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_460, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_411), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_417)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_459, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_412), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_416)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_457, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_411), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_416)), fragment_input_4.z).xxxx.x, fragment_unnamed_479)))))); fragment_unnamed_313 = mad(fragment_unnamed_465, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_412), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_418)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_464, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_325, fragment_uniform_buffer_2[28u].x, fragment_unnamed_410), mad(fragment_unnamed_326, fragment_uniform_buffer_2[28u].y, fragment_unnamed_418)), fragment_input_4.z).xxxx.x, fragment_unnamed_515)); } else { float fragment_unnamed_540 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_541 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_550 = (-0.0f) - fragment_unnamed_540; precise float fragment_unnamed_551 = (-0.0f) - fragment_unnamed_541; float fragment_unnamed_552 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_550); float fragment_unnamed_553 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_551); precise float fragment_unnamed_554 = fragment_unnamed_552 + 0.5f; precise float fragment_unnamed_555 = fragment_unnamed_552 + 1.0f; precise float fragment_unnamed_556 = fragment_unnamed_553 + 0.5f; precise float fragment_unnamed_557 = fragment_unnamed_553 + 1.0f; precise float fragment_unnamed_558 = fragment_unnamed_554 * fragment_unnamed_554; precise float fragment_unnamed_559 = fragment_unnamed_554 * fragment_unnamed_554; precise float fragment_unnamed_560 = fragment_unnamed_556 * fragment_unnamed_556; precise float fragment_unnamed_561 = fragment_unnamed_556 * fragment_unnamed_556; precise float fragment_unnamed_562 = fragment_unnamed_559 * 0.040816001594066619873046875f; precise float fragment_unnamed_564 = fragment_unnamed_561 * 0.040816001594066619873046875f; precise float fragment_unnamed_565 = (-0.0f) - fragment_unnamed_552; precise float fragment_unnamed_566 = (-0.0f) - fragment_unnamed_553; precise float fragment_unnamed_569 = (-0.0f) - fragment_unnamed_552; precise float fragment_unnamed_570 = (-0.0f) - fragment_unnamed_553; precise float fragment_unnamed_571 = fragment_unnamed_569 + 1.0f; precise float fragment_unnamed_572 = fragment_unnamed_570 + 1.0f; float fragment_unnamed_573 = min(fragment_unnamed_552, 0.0f); float fragment_unnamed_574 = min(fragment_unnamed_553, 0.0f); precise float fragment_unnamed_575 = (-0.0f) - fragment_unnamed_573; precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_574; float fragment_unnamed_579 = max(fragment_unnamed_552, 0.0f); float fragment_unnamed_580 = max(fragment_unnamed_553, 0.0f); precise float fragment_unnamed_581 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_582 = (-0.0f) - fragment_unnamed_580; precise float fragment_unnamed_585 = mad(fragment_unnamed_575, fragment_unnamed_573, fragment_unnamed_571) + 2.0f; precise float fragment_unnamed_586 = mad(fragment_unnamed_576, fragment_unnamed_574, fragment_unnamed_572) + 2.0f; precise float fragment_unnamed_587 = mad(fragment_unnamed_581, fragment_unnamed_579, fragment_unnamed_555) + 2.0f; precise float fragment_unnamed_588 = mad(fragment_unnamed_582, fragment_unnamed_580, fragment_unnamed_557) + 2.0f; precise float fragment_unnamed_589 = fragment_unnamed_587 * 0.08163200318813323974609375f; precise float fragment_unnamed_591 = mad(fragment_unnamed_560, 0.5f, fragment_unnamed_566) * 0.08163200318813323974609375f; precise float fragment_unnamed_592 = mad(fragment_unnamed_558, 0.5f, fragment_unnamed_565) * 0.08163200318813323974609375f; precise float fragment_unnamed_593 = fragment_unnamed_588 * 0.08163200318813323974609375f; precise float fragment_unnamed_594 = fragment_unnamed_585 * 0.08163200318813323974609375f; precise float fragment_unnamed_595 = fragment_unnamed_586 * 0.08163200318813323974609375f; float fragment_unnamed_600 = mad(fragment_unnamed_552, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_601 = mad(fragment_unnamed_552, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_602 = fragment_unnamed_600 + fragment_unnamed_592; precise float fragment_unnamed_603 = fragment_unnamed_594 + mad(fragment_unnamed_552, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_604 = fragment_unnamed_601 + fragment_unnamed_589; precise float fragment_unnamed_605 = fragment_unnamed_562 + mad(fragment_unnamed_552, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_608 = mad(fragment_unnamed_553, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_609 = mad(fragment_unnamed_553, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_610 = fragment_unnamed_608 + fragment_unnamed_591; precise float fragment_unnamed_611 = fragment_unnamed_595 + mad(fragment_unnamed_553, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_612 = fragment_unnamed_609 + fragment_unnamed_593; precise float fragment_unnamed_613 = fragment_unnamed_564 + mad(fragment_unnamed_553, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_614 = fragment_unnamed_600 / fragment_unnamed_602; precise float fragment_unnamed_615 = fragment_unnamed_594 / fragment_unnamed_603; precise float fragment_unnamed_616 = fragment_unnamed_601 / fragment_unnamed_604; precise float fragment_unnamed_617 = fragment_unnamed_562 / fragment_unnamed_605; precise float fragment_unnamed_618 = fragment_unnamed_614 + (-3.5f); precise float fragment_unnamed_620 = fragment_unnamed_615 + (-1.5f); precise float fragment_unnamed_622 = fragment_unnamed_616 + 0.5f; precise float fragment_unnamed_623 = fragment_unnamed_617 + 2.5f; precise float fragment_unnamed_625 = fragment_unnamed_608 / fragment_unnamed_610; precise float fragment_unnamed_626 = fragment_unnamed_595 / fragment_unnamed_611; precise float fragment_unnamed_627 = fragment_unnamed_609 / fragment_unnamed_612; precise float fragment_unnamed_628 = fragment_unnamed_564 / fragment_unnamed_613; precise float fragment_unnamed_629 = fragment_unnamed_625 + (-3.5f); precise float fragment_unnamed_630 = fragment_unnamed_626 + (-1.5f); precise float fragment_unnamed_631 = fragment_unnamed_627 + 0.5f; precise float fragment_unnamed_632 = fragment_unnamed_628 + 2.5f; precise float fragment_unnamed_636 = fragment_unnamed_623 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_637 = fragment_unnamed_618 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_638 = fragment_unnamed_620 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_639 = fragment_unnamed_622 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_643 = fragment_unnamed_629 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_644 = fragment_unnamed_632 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_645 = fragment_unnamed_630 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_646 = fragment_unnamed_631 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_723 = fragment_unnamed_610 * fragment_unnamed_602; precise float fragment_unnamed_724 = fragment_unnamed_610 * fragment_unnamed_603; precise float fragment_unnamed_725 = fragment_unnamed_610 * fragment_unnamed_604; precise float fragment_unnamed_726 = fragment_unnamed_610 * fragment_unnamed_605; precise float fragment_unnamed_727 = fragment_unnamed_611 * fragment_unnamed_602; precise float fragment_unnamed_728 = fragment_unnamed_611 * fragment_unnamed_603; precise float fragment_unnamed_729 = fragment_unnamed_611 * fragment_unnamed_604; precise float fragment_unnamed_730 = fragment_unnamed_611 * fragment_unnamed_605; precise float fragment_unnamed_731 = fragment_unnamed_612 * fragment_unnamed_602; precise float fragment_unnamed_732 = fragment_unnamed_612 * fragment_unnamed_603; precise float fragment_unnamed_733 = fragment_unnamed_612 * fragment_unnamed_604; precise float fragment_unnamed_734 = fragment_unnamed_612 * fragment_unnamed_605; precise float fragment_unnamed_735 = fragment_unnamed_613 * fragment_unnamed_602; precise float fragment_unnamed_736 = fragment_unnamed_613 * fragment_unnamed_603; precise float fragment_unnamed_737 = fragment_unnamed_613 * fragment_unnamed_604; precise float fragment_unnamed_738 = fragment_unnamed_613 * fragment_unnamed_605; precise float fragment_unnamed_752 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x * fragment_unnamed_724; float fragment_unnamed_788 = mad(fragment_unnamed_729, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_728, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_727, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_726, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_725, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_723, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_643)), fragment_input_4.z).xxxx.x, fragment_unnamed_752)))))); float fragment_unnamed_830 = mad(fragment_unnamed_735, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_734, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_733, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_732, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_731, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_637), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_646)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_730, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_645)), fragment_input_4.z).xxxx.x, fragment_unnamed_788)))))); fragment_unnamed_313 = mad(fragment_unnamed_738, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_636), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_737, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_639), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_736, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_540, fragment_uniform_buffer_2[28u].x, fragment_unnamed_638), mad(fragment_unnamed_541, fragment_uniform_buffer_2[28u].y, fragment_unnamed_644)), fragment_input_4.z).xxxx.x, fragment_unnamed_830))); } fragment_unnamed_271 = fragment_unnamed_313; } fragment_unnamed_270 = fragment_unnamed_271; } else { fragment_unnamed_270 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_275 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_276 = fragment_unnamed_275 + 1.0f; float fragment_unnamed_294 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_270, fragment_uniform_buffer_2[27u].x, fragment_unnamed_276))); precise float fragment_unnamed_304 = mad(fragment_input_3.x, fragment_unnamed_294, fragment_unnamed_163) * fragment_unnamed_176.x; precise float fragment_unnamed_305 = mad(fragment_input_3.y, fragment_unnamed_294, fragment_unnamed_164) * fragment_unnamed_176.y; precise float fragment_unnamed_306 = mad(fragment_input_3.z, fragment_unnamed_294, fragment_unnamed_165) * fragment_unnamed_176.z; fragment_output_0.x = fragment_unnamed_304; fragment_output_0.y = fragment_unnamed_305; fragment_output_0.z = fragment_unnamed_306; fragment_output_0.w = fragment_unnamed_176.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS #endif // _SHADOWS_SOFT #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_64 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_69 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_70 = fragment_input_5.x + fragment_unnamed_64; precise float fragment_unnamed_71 = fragment_input_5.y + fragment_unnamed_67; precise float fragment_unnamed_72 = fragment_input_5.z + fragment_unnamed_69; precise float fragment_unnamed_83 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_85 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_87 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_88 = fragment_input_5.x + fragment_unnamed_83; precise float fragment_unnamed_89 = fragment_input_5.y + fragment_unnamed_85; precise float fragment_unnamed_90 = fragment_input_5.z + fragment_unnamed_87; precise float fragment_unnamed_101 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_103 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_105 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_106 = fragment_input_5.x + fragment_unnamed_101; precise float fragment_unnamed_107 = fragment_input_5.y + fragment_unnamed_103; precise float fragment_unnamed_108 = fragment_input_5.z + fragment_unnamed_105; precise float fragment_unnamed_119 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_121 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_123 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_124 = fragment_input_5.x + fragment_unnamed_119; precise float fragment_unnamed_125 = fragment_input_5.y + fragment_unnamed_121; precise float fragment_unnamed_126 = fragment_input_5.z + fragment_unnamed_123; bool fragment_unnamed_147 = dot(float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_148 = dot(float3(fragment_unnamed_88, fragment_unnamed_89, fragment_unnamed_90), float3(fragment_unnamed_88, fragment_unnamed_89, fragment_unnamed_90)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_149 = dot(float3(fragment_unnamed_106, fragment_unnamed_107, fragment_unnamed_108), float3(fragment_unnamed_106, fragment_unnamed_107, fragment_unnamed_108)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_173 = asfloat(fragment_unnamed_147 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_148 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_174 = asfloat(fragment_unnamed_148 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_149 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_175 = asfloat(fragment_unnamed_149 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_124, fragment_unnamed_125, fragment_unnamed_126), float3(fragment_unnamed_124, fragment_unnamed_125, fragment_unnamed_126)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_188 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_147 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_173, 0.0f), max(fragment_unnamed_174, 0.0f), max(fragment_unnamed_175, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_189 = fragment_unnamed_188 + 4.0f; uint fragment_unnamed_191 = uint(fragment_unnamed_189) << 2u; uint fragment_unnamed_194 = fragment_unnamed_191 + 1u; precise float fragment_unnamed_200 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].x; precise float fragment_unnamed_201 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].y; precise float fragment_unnamed_202 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_194].z; uint fragment_unnamed_213 = fragment_unnamed_191 + 2u; uint fragment_unnamed_224 = fragment_unnamed_191 + 3u; precise float fragment_unnamed_231 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].x, fragment_input_5.x, fragment_unnamed_200)) + fragment_uniform_buffer_2[fragment_unnamed_224].x; precise float fragment_unnamed_232 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].y, fragment_input_5.x, fragment_unnamed_201)) + fragment_uniform_buffer_2[fragment_unnamed_224].y; precise float fragment_unnamed_233 = mad(fragment_uniform_buffer_2[fragment_unnamed_213].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_191].z, fragment_input_5.x, fragment_unnamed_202)) + fragment_uniform_buffer_2[fragment_unnamed_224].z; float fragment_unnamed_240 = asfloat(1065353216u); precise float fragment_unnamed_282 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_283 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_284 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_285 = fragment_input_4.x * fragment_input_4.z; precise float fragment_unnamed_320 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_325 = (-0.0f) - fragment_unnamed_320; float fragment_unnamed_326 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_325); precise float fragment_unnamed_336 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_326, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_282, fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_240)); precise float fragment_unnamed_337 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_326, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_282, fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_240)); precise float fragment_unnamed_338 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_326, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_282, fragment_unnamed_283, fragment_unnamed_284, fragment_unnamed_285))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_240)); float4 fragment_unnamed_349 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_417; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_418; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_377 = fragment_unnamed_231 + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_378 = fragment_unnamed_232 + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_379 = fragment_unnamed_231 + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_380 = fragment_unnamed_232 + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_397 = fragment_unnamed_231 + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_398 = fragment_unnamed_232 + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_399 = fragment_unnamed_231 + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_400 = fragment_unnamed_232 + fragment_uniform_buffer_2[26u].w; fragment_unnamed_418 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_377, fragment_unnamed_378), fragment_unnamed_233).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_379, fragment_unnamed_380), fragment_unnamed_233).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_397, fragment_unnamed_398), fragment_unnamed_233).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_399, fragment_unnamed_400), fragment_unnamed_233).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_454; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_462 = floor(mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_463 = floor(mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_468 = (-0.0f) - fragment_unnamed_462; precise float fragment_unnamed_469 = (-0.0f) - fragment_unnamed_463; float fragment_unnamed_470 = mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, fragment_unnamed_468); float fragment_unnamed_471 = mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, fragment_unnamed_469); precise float fragment_unnamed_472 = fragment_unnamed_470 + 0.5f; precise float fragment_unnamed_473 = fragment_unnamed_470 + 1.0f; precise float fragment_unnamed_474 = fragment_unnamed_471 + 0.5f; precise float fragment_unnamed_475 = fragment_unnamed_471 + 1.0f; precise float fragment_unnamed_476 = fragment_unnamed_472 * fragment_unnamed_472; precise float fragment_unnamed_477 = fragment_unnamed_472 * fragment_unnamed_472; precise float fragment_unnamed_478 = fragment_unnamed_474 * fragment_unnamed_474; precise float fragment_unnamed_479 = fragment_unnamed_474 * fragment_unnamed_474; precise float fragment_unnamed_480 = fragment_unnamed_477 * 0.07999999821186065673828125f; precise float fragment_unnamed_482 = fragment_unnamed_479 * 0.07999999821186065673828125f; precise float fragment_unnamed_483 = (-0.0f) - fragment_unnamed_470; precise float fragment_unnamed_484 = (-0.0f) - fragment_unnamed_471; precise float fragment_unnamed_487 = (-0.0f) - fragment_unnamed_470; precise float fragment_unnamed_488 = (-0.0f) - fragment_unnamed_471; precise float fragment_unnamed_489 = fragment_unnamed_487 + 1.0f; precise float fragment_unnamed_490 = fragment_unnamed_488 + 1.0f; float fragment_unnamed_491 = min(fragment_unnamed_470, 0.0f); float fragment_unnamed_492 = min(fragment_unnamed_471, 0.0f); precise float fragment_unnamed_493 = (-0.0f) - fragment_unnamed_491; precise float fragment_unnamed_494 = (-0.0f) - fragment_unnamed_492; float fragment_unnamed_497 = max(fragment_unnamed_470, 0.0f); float fragment_unnamed_498 = max(fragment_unnamed_471, 0.0f); precise float fragment_unnamed_499 = (-0.0f) - fragment_unnamed_497; precise float fragment_unnamed_500 = (-0.0f) - fragment_unnamed_498; precise float fragment_unnamed_503 = mad(fragment_unnamed_493, fragment_unnamed_491, fragment_unnamed_489) + 1.0f; precise float fragment_unnamed_504 = mad(fragment_unnamed_494, fragment_unnamed_492, fragment_unnamed_490) + 1.0f; precise float fragment_unnamed_505 = mad(fragment_unnamed_499, fragment_unnamed_497, fragment_unnamed_473) + 1.0f; precise float fragment_unnamed_506 = mad(fragment_unnamed_500, fragment_unnamed_498, fragment_unnamed_475) + 1.0f; precise float fragment_unnamed_507 = mad(fragment_unnamed_476, 0.5f, fragment_unnamed_483) * 0.1599999964237213134765625f; precise float fragment_unnamed_509 = mad(fragment_unnamed_478, 0.5f, fragment_unnamed_484) * 0.1599999964237213134765625f; precise float fragment_unnamed_510 = fragment_unnamed_489 * 0.1599999964237213134765625f; precise float fragment_unnamed_511 = fragment_unnamed_490 * 0.1599999964237213134765625f; precise float fragment_unnamed_512 = fragment_unnamed_503 * 0.1599999964237213134765625f; precise float fragment_unnamed_513 = fragment_unnamed_504 * 0.1599999964237213134765625f; precise float fragment_unnamed_514 = fragment_unnamed_505 * 0.1599999964237213134765625f; precise float fragment_unnamed_515 = fragment_unnamed_506 * 0.1599999964237213134765625f; precise float fragment_unnamed_516 = fragment_unnamed_473 * 0.1599999964237213134765625f; precise float fragment_unnamed_517 = fragment_unnamed_475 * 0.1599999964237213134765625f; precise float fragment_unnamed_518 = fragment_unnamed_514 + fragment_unnamed_512; precise float fragment_unnamed_519 = fragment_unnamed_480 + fragment_unnamed_516; precise float fragment_unnamed_520 = fragment_unnamed_510 + fragment_unnamed_507; precise float fragment_unnamed_521 = fragment_unnamed_514 + fragment_unnamed_512; precise float fragment_unnamed_522 = fragment_unnamed_509 + fragment_unnamed_511; precise float fragment_unnamed_523 = fragment_unnamed_513 + fragment_unnamed_515; precise float fragment_unnamed_524 = fragment_unnamed_517 + fragment_unnamed_482; precise float fragment_unnamed_525 = fragment_unnamed_510 / fragment_unnamed_520; precise float fragment_unnamed_526 = fragment_unnamed_514 / fragment_unnamed_521; precise float fragment_unnamed_527 = fragment_unnamed_480 / fragment_unnamed_519; precise float fragment_unnamed_528 = fragment_unnamed_525 + (-2.5f); precise float fragment_unnamed_530 = fragment_unnamed_526 + (-0.5f); precise float fragment_unnamed_532 = fragment_unnamed_527 + 1.5f; precise float fragment_unnamed_534 = fragment_unnamed_511 / fragment_unnamed_522; precise float fragment_unnamed_535 = fragment_unnamed_515 / fragment_unnamed_523; precise float fragment_unnamed_536 = fragment_unnamed_482 / fragment_unnamed_524; precise float fragment_unnamed_537 = fragment_unnamed_534 + (-2.5f); precise float fragment_unnamed_538 = fragment_unnamed_535 + (-0.5f); precise float fragment_unnamed_539 = fragment_unnamed_536 + 1.5f; precise float fragment_unnamed_543 = fragment_unnamed_530 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_544 = fragment_unnamed_528 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_545 = fragment_unnamed_532 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_549 = fragment_unnamed_537 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_550 = fragment_unnamed_538 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_551 = fragment_unnamed_539 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_590 = fragment_unnamed_522 * fragment_unnamed_520; precise float fragment_unnamed_591 = fragment_unnamed_522 * fragment_unnamed_521; precise float fragment_unnamed_592 = fragment_unnamed_522 * fragment_unnamed_519; precise float fragment_unnamed_593 = fragment_unnamed_523 * fragment_unnamed_520; precise float fragment_unnamed_594 = fragment_unnamed_523 * fragment_unnamed_518; precise float fragment_unnamed_595 = fragment_unnamed_523 * fragment_unnamed_519; precise float fragment_unnamed_596 = fragment_unnamed_524 * fragment_unnamed_520; precise float fragment_unnamed_597 = fragment_unnamed_524 * fragment_unnamed_521; precise float fragment_unnamed_598 = fragment_unnamed_524 * fragment_unnamed_519; precise float fragment_unnamed_608 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_543), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_549)), fragment_unnamed_233).xxxx.x * fragment_unnamed_591; float fragment_unnamed_634 = mad(fragment_unnamed_596, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_544), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_551)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_595, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_545), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_550)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_594, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_543), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_550)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_593, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_544), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_550)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_592, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_545), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_549)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_590, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_544), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_549)), fragment_unnamed_233).xxxx.x, fragment_unnamed_608)))))); fragment_unnamed_454 = mad(fragment_unnamed_598, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_545), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_551)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_597, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_462, fragment_uniform_buffer_2[28u].x, fragment_unnamed_543), mad(fragment_unnamed_463, fragment_uniform_buffer_2[28u].y, fragment_unnamed_551)), fragment_unnamed_233).xxxx.x, fragment_unnamed_634)); } else { float fragment_unnamed_651 = floor(mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_652 = floor(mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_657 = (-0.0f) - fragment_unnamed_651; precise float fragment_unnamed_658 = (-0.0f) - fragment_unnamed_652; float fragment_unnamed_659 = mad(fragment_unnamed_231, fragment_uniform_buffer_2[28u].z, fragment_unnamed_657); float fragment_unnamed_660 = mad(fragment_unnamed_232, fragment_uniform_buffer_2[28u].w, fragment_unnamed_658); precise float fragment_unnamed_661 = fragment_unnamed_659 + 0.5f; precise float fragment_unnamed_662 = fragment_unnamed_659 + 1.0f; precise float fragment_unnamed_663 = fragment_unnamed_660 + 0.5f; precise float fragment_unnamed_664 = fragment_unnamed_660 + 1.0f; precise float fragment_unnamed_665 = fragment_unnamed_661 * fragment_unnamed_661; precise float fragment_unnamed_666 = fragment_unnamed_661 * fragment_unnamed_661; precise float fragment_unnamed_667 = fragment_unnamed_663 * fragment_unnamed_663; precise float fragment_unnamed_668 = fragment_unnamed_663 * fragment_unnamed_663; precise float fragment_unnamed_669 = fragment_unnamed_666 * 0.040816001594066619873046875f; precise float fragment_unnamed_671 = fragment_unnamed_668 * 0.040816001594066619873046875f; precise float fragment_unnamed_672 = (-0.0f) - fragment_unnamed_659; precise float fragment_unnamed_673 = (-0.0f) - fragment_unnamed_660; precise float fragment_unnamed_676 = (-0.0f) - fragment_unnamed_659; precise float fragment_unnamed_677 = (-0.0f) - fragment_unnamed_660; precise float fragment_unnamed_678 = fragment_unnamed_676 + 1.0f; precise float fragment_unnamed_679 = fragment_unnamed_677 + 1.0f; float fragment_unnamed_680 = min(fragment_unnamed_659, 0.0f); float fragment_unnamed_681 = min(fragment_unnamed_660, 0.0f); precise float fragment_unnamed_682 = (-0.0f) - fragment_unnamed_680; precise float fragment_unnamed_683 = (-0.0f) - fragment_unnamed_681; float fragment_unnamed_686 = max(fragment_unnamed_659, 0.0f); float fragment_unnamed_687 = max(fragment_unnamed_660, 0.0f); precise float fragment_unnamed_688 = (-0.0f) - fragment_unnamed_686; precise float fragment_unnamed_689 = (-0.0f) - fragment_unnamed_687; precise float fragment_unnamed_692 = mad(fragment_unnamed_682, fragment_unnamed_680, fragment_unnamed_678) + 2.0f; precise float fragment_unnamed_693 = mad(fragment_unnamed_683, fragment_unnamed_681, fragment_unnamed_679) + 2.0f; precise float fragment_unnamed_694 = mad(fragment_unnamed_688, fragment_unnamed_686, fragment_unnamed_662) + 2.0f; precise float fragment_unnamed_695 = mad(fragment_unnamed_689, fragment_unnamed_687, fragment_unnamed_664) + 2.0f; precise float fragment_unnamed_696 = fragment_unnamed_694 * 0.08163200318813323974609375f; precise float fragment_unnamed_698 = mad(fragment_unnamed_667, 0.5f, fragment_unnamed_673) * 0.08163200318813323974609375f; precise float fragment_unnamed_699 = mad(fragment_unnamed_665, 0.5f, fragment_unnamed_672) * 0.08163200318813323974609375f; precise float fragment_unnamed_700 = fragment_unnamed_695 * 0.08163200318813323974609375f; precise float fragment_unnamed_701 = fragment_unnamed_692 * 0.08163200318813323974609375f; precise float fragment_unnamed_702 = fragment_unnamed_693 * 0.08163200318813323974609375f; float fragment_unnamed_707 = mad(fragment_unnamed_659, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_708 = mad(fragment_unnamed_659, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_709 = fragment_unnamed_707 + fragment_unnamed_699; precise float fragment_unnamed_710 = fragment_unnamed_701 + mad(fragment_unnamed_659, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_711 = fragment_unnamed_708 + fragment_unnamed_696; precise float fragment_unnamed_712 = fragment_unnamed_669 + mad(fragment_unnamed_659, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_715 = mad(fragment_unnamed_660, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_716 = mad(fragment_unnamed_660, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_717 = fragment_unnamed_715 + fragment_unnamed_698; precise float fragment_unnamed_718 = fragment_unnamed_702 + mad(fragment_unnamed_660, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_719 = fragment_unnamed_716 + fragment_unnamed_700; precise float fragment_unnamed_720 = fragment_unnamed_671 + mad(fragment_unnamed_660, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_721 = fragment_unnamed_707 / fragment_unnamed_709; precise float fragment_unnamed_722 = fragment_unnamed_701 / fragment_unnamed_710; precise float fragment_unnamed_723 = fragment_unnamed_708 / fragment_unnamed_711; precise float fragment_unnamed_724 = fragment_unnamed_669 / fragment_unnamed_712; precise float fragment_unnamed_725 = fragment_unnamed_721 + (-3.5f); precise float fragment_unnamed_727 = fragment_unnamed_722 + (-1.5f); precise float fragment_unnamed_729 = fragment_unnamed_723 + 0.5f; precise float fragment_unnamed_730 = fragment_unnamed_724 + 2.5f; precise float fragment_unnamed_732 = fragment_unnamed_715 / fragment_unnamed_717; precise float fragment_unnamed_733 = fragment_unnamed_702 / fragment_unnamed_718; precise float fragment_unnamed_734 = fragment_unnamed_716 / fragment_unnamed_719; precise float fragment_unnamed_735 = fragment_unnamed_671 / fragment_unnamed_720; precise float fragment_unnamed_736 = fragment_unnamed_732 + (-3.5f); precise float fragment_unnamed_737 = fragment_unnamed_733 + (-1.5f); precise float fragment_unnamed_738 = fragment_unnamed_734 + 0.5f; precise float fragment_unnamed_739 = fragment_unnamed_735 + 2.5f; precise float fragment_unnamed_743 = fragment_unnamed_730 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_744 = fragment_unnamed_725 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_745 = fragment_unnamed_727 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_746 = fragment_unnamed_729 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_750 = fragment_unnamed_736 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_751 = fragment_unnamed_739 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_752 = fragment_unnamed_737 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_753 = fragment_unnamed_738 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_830 = fragment_unnamed_717 * fragment_unnamed_709; precise float fragment_unnamed_831 = fragment_unnamed_717 * fragment_unnamed_710; precise float fragment_unnamed_832 = fragment_unnamed_717 * fragment_unnamed_711; precise float fragment_unnamed_833 = fragment_unnamed_717 * fragment_unnamed_712; precise float fragment_unnamed_834 = fragment_unnamed_718 * fragment_unnamed_709; precise float fragment_unnamed_835 = fragment_unnamed_718 * fragment_unnamed_710; precise float fragment_unnamed_836 = fragment_unnamed_718 * fragment_unnamed_711; precise float fragment_unnamed_837 = fragment_unnamed_718 * fragment_unnamed_712; precise float fragment_unnamed_838 = fragment_unnamed_719 * fragment_unnamed_709; precise float fragment_unnamed_839 = fragment_unnamed_719 * fragment_unnamed_710; precise float fragment_unnamed_840 = fragment_unnamed_719 * fragment_unnamed_711; precise float fragment_unnamed_841 = fragment_unnamed_719 * fragment_unnamed_712; precise float fragment_unnamed_842 = fragment_unnamed_720 * fragment_unnamed_709; precise float fragment_unnamed_843 = fragment_unnamed_720 * fragment_unnamed_710; precise float fragment_unnamed_844 = fragment_unnamed_720 * fragment_unnamed_711; precise float fragment_unnamed_845 = fragment_unnamed_720 * fragment_unnamed_712; precise float fragment_unnamed_855 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x * fragment_unnamed_831; float fragment_unnamed_881 = mad(fragment_unnamed_836, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_835, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_834, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_833, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_832, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_830, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_750)), fragment_unnamed_233).xxxx.x, fragment_unnamed_855)))))); float fragment_unnamed_911 = mad(fragment_unnamed_842, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_841, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_840, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_839, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_838, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_744), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_837, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_752)), fragment_unnamed_233).xxxx.x, fragment_unnamed_881)))))); fragment_unnamed_454 = mad(fragment_unnamed_845, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_743), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_844, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, mad(fragment_unnamed_843, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_651, fragment_uniform_buffer_2[28u].x, fragment_unnamed_745), mad(fragment_unnamed_652, fragment_uniform_buffer_2[28u].y, fragment_unnamed_751)), fragment_unnamed_233).xxxx.x, fragment_unnamed_911))); } fragment_unnamed_418 = fragment_unnamed_454; } fragment_unnamed_417 = fragment_unnamed_418; } else { fragment_unnamed_417 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_unnamed_233).xxxx.x; } precise float fragment_unnamed_422 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_423 = fragment_unnamed_422 + 1.0f; float fragment_unnamed_436 = asfloat(((((fragment_unnamed_233 >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_unnamed_233) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_417, fragment_uniform_buffer_2[27u].x, fragment_unnamed_423))); precise float fragment_unnamed_446 = mad(fragment_input_3.x, fragment_unnamed_436, fragment_unnamed_336) * fragment_unnamed_349.x; precise float fragment_unnamed_447 = mad(fragment_input_3.y, fragment_unnamed_436, fragment_unnamed_337) * fragment_unnamed_349.y; precise float fragment_unnamed_448 = mad(fragment_input_3.z, fragment_unnamed_436, fragment_unnamed_338) * fragment_unnamed_349.z; fragment_output_0.x = fragment_unnamed_446; fragment_output_0.y = fragment_unnamed_447; fragment_output_0.z = fragment_unnamed_448; fragment_output_0.w = fragment_unnamed_349.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #ifdef STEREO_INSTANCING_ON #ifdef _ADDITIONAL_LIGHTS #ifdef _LIGHT_COOKIES #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _SHADOWS_SOFT #ifndef _MAIN_LIGHT_SHADOWS #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4x4 _MainLightWorldToShadow[5]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainTex; Texture2D _MainLightShadowmapTexture; SamplerState sampler_MainTex; SamplerComparisonState S1; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static uint fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_5 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_7 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_2[20u].x; precise float fragment_unnamed_70 = (-0.0f) - fragment_uniform_buffer_2[20u].y; precise float fragment_unnamed_72 = (-0.0f) - fragment_uniform_buffer_2[20u].z; precise float fragment_unnamed_73 = fragment_input_5.x + fragment_unnamed_67; precise float fragment_unnamed_74 = fragment_input_5.y + fragment_unnamed_70; precise float fragment_unnamed_75 = fragment_input_5.z + fragment_unnamed_72; precise float fragment_unnamed_86 = (-0.0f) - fragment_uniform_buffer_2[21u].x; precise float fragment_unnamed_88 = (-0.0f) - fragment_uniform_buffer_2[21u].y; precise float fragment_unnamed_90 = (-0.0f) - fragment_uniform_buffer_2[21u].z; precise float fragment_unnamed_91 = fragment_input_5.x + fragment_unnamed_86; precise float fragment_unnamed_92 = fragment_input_5.y + fragment_unnamed_88; precise float fragment_unnamed_93 = fragment_input_5.z + fragment_unnamed_90; precise float fragment_unnamed_104 = (-0.0f) - fragment_uniform_buffer_2[22u].x; precise float fragment_unnamed_106 = (-0.0f) - fragment_uniform_buffer_2[22u].y; precise float fragment_unnamed_108 = (-0.0f) - fragment_uniform_buffer_2[22u].z; precise float fragment_unnamed_109 = fragment_input_5.x + fragment_unnamed_104; precise float fragment_unnamed_110 = fragment_input_5.y + fragment_unnamed_106; precise float fragment_unnamed_111 = fragment_input_5.z + fragment_unnamed_108; precise float fragment_unnamed_122 = (-0.0f) - fragment_uniform_buffer_2[23u].x; precise float fragment_unnamed_124 = (-0.0f) - fragment_uniform_buffer_2[23u].y; precise float fragment_unnamed_126 = (-0.0f) - fragment_uniform_buffer_2[23u].z; precise float fragment_unnamed_127 = fragment_input_5.x + fragment_unnamed_122; precise float fragment_unnamed_128 = fragment_input_5.y + fragment_unnamed_124; precise float fragment_unnamed_129 = fragment_input_5.z + fragment_unnamed_126; bool fragment_unnamed_150 = dot(float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75), float3(fragment_unnamed_73, fragment_unnamed_74, fragment_unnamed_75)) < fragment_uniform_buffer_2[24u].x; bool fragment_unnamed_151 = dot(float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93), float3(fragment_unnamed_91, fragment_unnamed_92, fragment_unnamed_93)) < fragment_uniform_buffer_2[24u].y; bool fragment_unnamed_152 = dot(float3(fragment_unnamed_109, fragment_unnamed_110, fragment_unnamed_111), float3(fragment_unnamed_109, fragment_unnamed_110, fragment_unnamed_111)) < fragment_uniform_buffer_2[24u].z; precise float fragment_unnamed_176 = asfloat(fragment_unnamed_150 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_151 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_177 = asfloat(fragment_unnamed_151 ? 3212836864u : 2147483648u) + asfloat((fragment_unnamed_152 ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_178 = asfloat(fragment_unnamed_152 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(fragment_unnamed_127, fragment_unnamed_128, fragment_unnamed_129), float3(fragment_unnamed_127, fragment_unnamed_128, fragment_unnamed_129)) < fragment_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_191 = (-0.0f) - dot(float4(asfloat((fragment_unnamed_150 ? 4294967295u : 0u) & 1065353216u), max(fragment_unnamed_176, 0.0f), max(fragment_unnamed_177, 0.0f), max(fragment_unnamed_178, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float fragment_unnamed_192 = fragment_unnamed_191 + 4.0f; uint fragment_unnamed_194 = uint(fragment_unnamed_192) << 2u; uint fragment_unnamed_197 = fragment_unnamed_194 + 1u; precise float fragment_unnamed_203 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].x; precise float fragment_unnamed_204 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].y; precise float fragment_unnamed_205 = fragment_input_5.y * fragment_uniform_buffer_2[fragment_unnamed_197].z; uint fragment_unnamed_216 = fragment_unnamed_194 + 2u; uint fragment_unnamed_227 = fragment_unnamed_194 + 3u; precise float fragment_unnamed_234 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].x, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].x, fragment_input_5.x, fragment_unnamed_203)) + fragment_uniform_buffer_2[fragment_unnamed_227].x; precise float fragment_unnamed_235 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].y, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].y, fragment_input_5.x, fragment_unnamed_204)) + fragment_uniform_buffer_2[fragment_unnamed_227].y; precise float fragment_unnamed_236 = mad(fragment_uniform_buffer_2[fragment_unnamed_216].z, fragment_input_5.z, mad(fragment_uniform_buffer_2[fragment_unnamed_194].z, fragment_input_5.x, fragment_unnamed_205)) + fragment_uniform_buffer_2[fragment_unnamed_227].z; float fragment_unnamed_243 = asfloat(1065353216u); precise float fragment_unnamed_285 = fragment_input_4.y * fragment_input_4.x; precise float fragment_unnamed_286 = fragment_input_4.z * fragment_input_4.y; precise float fragment_unnamed_287 = fragment_input_4.z * fragment_input_4.z; precise float fragment_unnamed_288 = fragment_input_4.x * fragment_input_4.z; precise float fragment_unnamed_323 = fragment_input_4.y * fragment_input_4.y; precise float fragment_unnamed_328 = (-0.0f) - fragment_unnamed_323; float fragment_unnamed_329 = mad(fragment_input_4.x, fragment_input_4.x, fragment_unnamed_328); precise float fragment_unnamed_339 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_329, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_243)); precise float fragment_unnamed_340 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_329, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_243)); precise float fragment_unnamed_341 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_329, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_287, fragment_unnamed_288))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_4.x, fragment_input_4.y, fragment_input_4.z, fragment_unnamed_243)); float4 fragment_unnamed_352 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_420; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_421; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_380 = fragment_unnamed_234 + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_381 = fragment_unnamed_235 + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_382 = fragment_unnamed_234 + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_383 = fragment_unnamed_235 + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_400 = fragment_unnamed_234 + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_401 = fragment_unnamed_235 + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_402 = fragment_unnamed_234 + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_403 = fragment_unnamed_235 + fragment_uniform_buffer_2[26u].w; fragment_unnamed_421 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_380, fragment_unnamed_381), fragment_unnamed_236).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_382, fragment_unnamed_383), fragment_unnamed_236).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_400, fragment_unnamed_401), fragment_unnamed_236).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_402, fragment_unnamed_403), fragment_unnamed_236).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_457; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_465 = floor(mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_466 = floor(mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_471 = (-0.0f) - fragment_unnamed_465; precise float fragment_unnamed_472 = (-0.0f) - fragment_unnamed_466; float fragment_unnamed_473 = mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, fragment_unnamed_471); float fragment_unnamed_474 = mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, fragment_unnamed_472); precise float fragment_unnamed_475 = fragment_unnamed_473 + 0.5f; precise float fragment_unnamed_476 = fragment_unnamed_473 + 1.0f; precise float fragment_unnamed_477 = fragment_unnamed_474 + 0.5f; precise float fragment_unnamed_478 = fragment_unnamed_474 + 1.0f; precise float fragment_unnamed_479 = fragment_unnamed_475 * fragment_unnamed_475; precise float fragment_unnamed_480 = fragment_unnamed_475 * fragment_unnamed_475; precise float fragment_unnamed_481 = fragment_unnamed_477 * fragment_unnamed_477; precise float fragment_unnamed_482 = fragment_unnamed_477 * fragment_unnamed_477; precise float fragment_unnamed_483 = fragment_unnamed_480 * 0.07999999821186065673828125f; precise float fragment_unnamed_485 = fragment_unnamed_482 * 0.07999999821186065673828125f; precise float fragment_unnamed_486 = (-0.0f) - fragment_unnamed_473; precise float fragment_unnamed_487 = (-0.0f) - fragment_unnamed_474; precise float fragment_unnamed_490 = (-0.0f) - fragment_unnamed_473; precise float fragment_unnamed_491 = (-0.0f) - fragment_unnamed_474; precise float fragment_unnamed_492 = fragment_unnamed_490 + 1.0f; precise float fragment_unnamed_493 = fragment_unnamed_491 + 1.0f; float fragment_unnamed_494 = min(fragment_unnamed_473, 0.0f); float fragment_unnamed_495 = min(fragment_unnamed_474, 0.0f); precise float fragment_unnamed_496 = (-0.0f) - fragment_unnamed_494; precise float fragment_unnamed_497 = (-0.0f) - fragment_unnamed_495; float fragment_unnamed_500 = max(fragment_unnamed_473, 0.0f); float fragment_unnamed_501 = max(fragment_unnamed_474, 0.0f); precise float fragment_unnamed_502 = (-0.0f) - fragment_unnamed_500; precise float fragment_unnamed_503 = (-0.0f) - fragment_unnamed_501; precise float fragment_unnamed_506 = mad(fragment_unnamed_496, fragment_unnamed_494, fragment_unnamed_492) + 1.0f; precise float fragment_unnamed_507 = mad(fragment_unnamed_497, fragment_unnamed_495, fragment_unnamed_493) + 1.0f; precise float fragment_unnamed_508 = mad(fragment_unnamed_502, fragment_unnamed_500, fragment_unnamed_476) + 1.0f; precise float fragment_unnamed_509 = mad(fragment_unnamed_503, fragment_unnamed_501, fragment_unnamed_478) + 1.0f; precise float fragment_unnamed_510 = mad(fragment_unnamed_479, 0.5f, fragment_unnamed_486) * 0.1599999964237213134765625f; precise float fragment_unnamed_512 = mad(fragment_unnamed_481, 0.5f, fragment_unnamed_487) * 0.1599999964237213134765625f; precise float fragment_unnamed_513 = fragment_unnamed_492 * 0.1599999964237213134765625f; precise float fragment_unnamed_514 = fragment_unnamed_493 * 0.1599999964237213134765625f; precise float fragment_unnamed_515 = fragment_unnamed_506 * 0.1599999964237213134765625f; precise float fragment_unnamed_516 = fragment_unnamed_507 * 0.1599999964237213134765625f; precise float fragment_unnamed_517 = fragment_unnamed_508 * 0.1599999964237213134765625f; precise float fragment_unnamed_518 = fragment_unnamed_509 * 0.1599999964237213134765625f; precise float fragment_unnamed_519 = fragment_unnamed_476 * 0.1599999964237213134765625f; precise float fragment_unnamed_520 = fragment_unnamed_478 * 0.1599999964237213134765625f; precise float fragment_unnamed_521 = fragment_unnamed_517 + fragment_unnamed_515; precise float fragment_unnamed_522 = fragment_unnamed_483 + fragment_unnamed_519; precise float fragment_unnamed_523 = fragment_unnamed_513 + fragment_unnamed_510; precise float fragment_unnamed_524 = fragment_unnamed_517 + fragment_unnamed_515; precise float fragment_unnamed_525 = fragment_unnamed_512 + fragment_unnamed_514; precise float fragment_unnamed_526 = fragment_unnamed_516 + fragment_unnamed_518; precise float fragment_unnamed_527 = fragment_unnamed_520 + fragment_unnamed_485; precise float fragment_unnamed_528 = fragment_unnamed_513 / fragment_unnamed_523; precise float fragment_unnamed_529 = fragment_unnamed_517 / fragment_unnamed_524; precise float fragment_unnamed_530 = fragment_unnamed_483 / fragment_unnamed_522; precise float fragment_unnamed_531 = fragment_unnamed_528 + (-2.5f); precise float fragment_unnamed_533 = fragment_unnamed_529 + (-0.5f); precise float fragment_unnamed_535 = fragment_unnamed_530 + 1.5f; precise float fragment_unnamed_537 = fragment_unnamed_514 / fragment_unnamed_525; precise float fragment_unnamed_538 = fragment_unnamed_518 / fragment_unnamed_526; precise float fragment_unnamed_539 = fragment_unnamed_485 / fragment_unnamed_527; precise float fragment_unnamed_540 = fragment_unnamed_537 + (-2.5f); precise float fragment_unnamed_541 = fragment_unnamed_538 + (-0.5f); precise float fragment_unnamed_542 = fragment_unnamed_539 + 1.5f; precise float fragment_unnamed_546 = fragment_unnamed_533 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_547 = fragment_unnamed_531 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_548 = fragment_unnamed_535 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_552 = fragment_unnamed_540 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_553 = fragment_unnamed_541 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_554 = fragment_unnamed_542 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_593 = fragment_unnamed_525 * fragment_unnamed_523; precise float fragment_unnamed_594 = fragment_unnamed_525 * fragment_unnamed_524; precise float fragment_unnamed_595 = fragment_unnamed_525 * fragment_unnamed_522; precise float fragment_unnamed_596 = fragment_unnamed_526 * fragment_unnamed_523; precise float fragment_unnamed_597 = fragment_unnamed_526 * fragment_unnamed_521; precise float fragment_unnamed_598 = fragment_unnamed_526 * fragment_unnamed_522; precise float fragment_unnamed_599 = fragment_unnamed_527 * fragment_unnamed_523; precise float fragment_unnamed_600 = fragment_unnamed_527 * fragment_unnamed_524; precise float fragment_unnamed_601 = fragment_unnamed_527 * fragment_unnamed_522; precise float fragment_unnamed_611 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_546), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_552)), fragment_unnamed_236).xxxx.x * fragment_unnamed_594; float fragment_unnamed_637 = mad(fragment_unnamed_599, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_547), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_554)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_598, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_548), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_553)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_597, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_546), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_553)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_596, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_547), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_553)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_595, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_548), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_552)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_593, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_547), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_552)), fragment_unnamed_236).xxxx.x, fragment_unnamed_611)))))); fragment_unnamed_457 = mad(fragment_unnamed_601, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_548), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_554)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_600, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_465, fragment_uniform_buffer_2[28u].x, fragment_unnamed_546), mad(fragment_unnamed_466, fragment_uniform_buffer_2[28u].y, fragment_unnamed_554)), fragment_unnamed_236).xxxx.x, fragment_unnamed_637)); } else { float fragment_unnamed_654 = floor(mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_655 = floor(mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_660 = (-0.0f) - fragment_unnamed_654; precise float fragment_unnamed_661 = (-0.0f) - fragment_unnamed_655; float fragment_unnamed_662 = mad(fragment_unnamed_234, fragment_uniform_buffer_2[28u].z, fragment_unnamed_660); float fragment_unnamed_663 = mad(fragment_unnamed_235, fragment_uniform_buffer_2[28u].w, fragment_unnamed_661); precise float fragment_unnamed_664 = fragment_unnamed_662 + 0.5f; precise float fragment_unnamed_665 = fragment_unnamed_662 + 1.0f; precise float fragment_unnamed_666 = fragment_unnamed_663 + 0.5f; precise float fragment_unnamed_667 = fragment_unnamed_663 + 1.0f; precise float fragment_unnamed_668 = fragment_unnamed_664 * fragment_unnamed_664; precise float fragment_unnamed_669 = fragment_unnamed_664 * fragment_unnamed_664; precise float fragment_unnamed_670 = fragment_unnamed_666 * fragment_unnamed_666; precise float fragment_unnamed_671 = fragment_unnamed_666 * fragment_unnamed_666; precise float fragment_unnamed_672 = fragment_unnamed_669 * 0.040816001594066619873046875f; precise float fragment_unnamed_674 = fragment_unnamed_671 * 0.040816001594066619873046875f; precise float fragment_unnamed_675 = (-0.0f) - fragment_unnamed_662; precise float fragment_unnamed_676 = (-0.0f) - fragment_unnamed_663; precise float fragment_unnamed_679 = (-0.0f) - fragment_unnamed_662; precise float fragment_unnamed_680 = (-0.0f) - fragment_unnamed_663; precise float fragment_unnamed_681 = fragment_unnamed_679 + 1.0f; precise float fragment_unnamed_682 = fragment_unnamed_680 + 1.0f; float fragment_unnamed_683 = min(fragment_unnamed_662, 0.0f); float fragment_unnamed_684 = min(fragment_unnamed_663, 0.0f); precise float fragment_unnamed_685 = (-0.0f) - fragment_unnamed_683; precise float fragment_unnamed_686 = (-0.0f) - fragment_unnamed_684; float fragment_unnamed_689 = max(fragment_unnamed_662, 0.0f); float fragment_unnamed_690 = max(fragment_unnamed_663, 0.0f); precise float fragment_unnamed_691 = (-0.0f) - fragment_unnamed_689; precise float fragment_unnamed_692 = (-0.0f) - fragment_unnamed_690; precise float fragment_unnamed_695 = mad(fragment_unnamed_685, fragment_unnamed_683, fragment_unnamed_681) + 2.0f; precise float fragment_unnamed_696 = mad(fragment_unnamed_686, fragment_unnamed_684, fragment_unnamed_682) + 2.0f; precise float fragment_unnamed_697 = mad(fragment_unnamed_691, fragment_unnamed_689, fragment_unnamed_665) + 2.0f; precise float fragment_unnamed_698 = mad(fragment_unnamed_692, fragment_unnamed_690, fragment_unnamed_667) + 2.0f; precise float fragment_unnamed_699 = fragment_unnamed_697 * 0.08163200318813323974609375f; precise float fragment_unnamed_701 = mad(fragment_unnamed_670, 0.5f, fragment_unnamed_676) * 0.08163200318813323974609375f; precise float fragment_unnamed_702 = mad(fragment_unnamed_668, 0.5f, fragment_unnamed_675) * 0.08163200318813323974609375f; precise float fragment_unnamed_703 = fragment_unnamed_698 * 0.08163200318813323974609375f; precise float fragment_unnamed_704 = fragment_unnamed_695 * 0.08163200318813323974609375f; precise float fragment_unnamed_705 = fragment_unnamed_696 * 0.08163200318813323974609375f; float fragment_unnamed_710 = mad(fragment_unnamed_662, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_711 = mad(fragment_unnamed_662, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_712 = fragment_unnamed_710 + fragment_unnamed_702; precise float fragment_unnamed_713 = fragment_unnamed_704 + mad(fragment_unnamed_662, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_714 = fragment_unnamed_711 + fragment_unnamed_699; precise float fragment_unnamed_715 = fragment_unnamed_672 + mad(fragment_unnamed_662, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_718 = mad(fragment_unnamed_663, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_719 = mad(fragment_unnamed_663, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_720 = fragment_unnamed_718 + fragment_unnamed_701; precise float fragment_unnamed_721 = fragment_unnamed_705 + mad(fragment_unnamed_663, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_722 = fragment_unnamed_719 + fragment_unnamed_703; precise float fragment_unnamed_723 = fragment_unnamed_674 + mad(fragment_unnamed_663, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_724 = fragment_unnamed_710 / fragment_unnamed_712; precise float fragment_unnamed_725 = fragment_unnamed_704 / fragment_unnamed_713; precise float fragment_unnamed_726 = fragment_unnamed_711 / fragment_unnamed_714; precise float fragment_unnamed_727 = fragment_unnamed_672 / fragment_unnamed_715; precise float fragment_unnamed_728 = fragment_unnamed_724 + (-3.5f); precise float fragment_unnamed_730 = fragment_unnamed_725 + (-1.5f); precise float fragment_unnamed_732 = fragment_unnamed_726 + 0.5f; precise float fragment_unnamed_733 = fragment_unnamed_727 + 2.5f; precise float fragment_unnamed_735 = fragment_unnamed_718 / fragment_unnamed_720; precise float fragment_unnamed_736 = fragment_unnamed_705 / fragment_unnamed_721; precise float fragment_unnamed_737 = fragment_unnamed_719 / fragment_unnamed_722; precise float fragment_unnamed_738 = fragment_unnamed_674 / fragment_unnamed_723; precise float fragment_unnamed_739 = fragment_unnamed_735 + (-3.5f); precise float fragment_unnamed_740 = fragment_unnamed_736 + (-1.5f); precise float fragment_unnamed_741 = fragment_unnamed_737 + 0.5f; precise float fragment_unnamed_742 = fragment_unnamed_738 + 2.5f; precise float fragment_unnamed_746 = fragment_unnamed_733 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_747 = fragment_unnamed_728 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_748 = fragment_unnamed_730 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_749 = fragment_unnamed_732 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_753 = fragment_unnamed_739 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_754 = fragment_unnamed_742 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_755 = fragment_unnamed_740 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_756 = fragment_unnamed_741 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_833 = fragment_unnamed_720 * fragment_unnamed_712; precise float fragment_unnamed_834 = fragment_unnamed_720 * fragment_unnamed_713; precise float fragment_unnamed_835 = fragment_unnamed_720 * fragment_unnamed_714; precise float fragment_unnamed_836 = fragment_unnamed_720 * fragment_unnamed_715; precise float fragment_unnamed_837 = fragment_unnamed_721 * fragment_unnamed_712; precise float fragment_unnamed_838 = fragment_unnamed_721 * fragment_unnamed_713; precise float fragment_unnamed_839 = fragment_unnamed_721 * fragment_unnamed_714; precise float fragment_unnamed_840 = fragment_unnamed_721 * fragment_unnamed_715; precise float fragment_unnamed_841 = fragment_unnamed_722 * fragment_unnamed_712; precise float fragment_unnamed_842 = fragment_unnamed_722 * fragment_unnamed_713; precise float fragment_unnamed_843 = fragment_unnamed_722 * fragment_unnamed_714; precise float fragment_unnamed_844 = fragment_unnamed_722 * fragment_unnamed_715; precise float fragment_unnamed_845 = fragment_unnamed_723 * fragment_unnamed_712; precise float fragment_unnamed_846 = fragment_unnamed_723 * fragment_unnamed_713; precise float fragment_unnamed_847 = fragment_unnamed_723 * fragment_unnamed_714; precise float fragment_unnamed_848 = fragment_unnamed_723 * fragment_unnamed_715; precise float fragment_unnamed_858 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x * fragment_unnamed_834; float fragment_unnamed_884 = mad(fragment_unnamed_839, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_838, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_837, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_836, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_835, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_833, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_753)), fragment_unnamed_236).xxxx.x, fragment_unnamed_858)))))); float fragment_unnamed_914 = mad(fragment_unnamed_845, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_844, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_843, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_842, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_841, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_747), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_756)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_840, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_755)), fragment_unnamed_236).xxxx.x, fragment_unnamed_884)))))); fragment_unnamed_457 = mad(fragment_unnamed_848, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_746), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_847, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_749), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, mad(fragment_unnamed_846, _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(mad(fragment_unnamed_654, fragment_uniform_buffer_2[28u].x, fragment_unnamed_748), mad(fragment_unnamed_655, fragment_uniform_buffer_2[28u].y, fragment_unnamed_754)), fragment_unnamed_236).xxxx.x, fragment_unnamed_914))); } fragment_unnamed_421 = fragment_unnamed_457; } fragment_unnamed_420 = fragment_unnamed_421; } else { fragment_unnamed_420 = _MainLightShadowmapTexture.SampleCmpLevelZero(S1, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_unnamed_236).xxxx.x; } precise float fragment_unnamed_425 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_426 = fragment_unnamed_425 + 1.0f; float fragment_unnamed_439 = asfloat(((((fragment_unnamed_236 >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_unnamed_236) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_420, fragment_uniform_buffer_2[27u].x, fragment_unnamed_426))); precise float fragment_unnamed_449 = mad(fragment_input_3.x, fragment_unnamed_439, fragment_unnamed_339) * fragment_unnamed_352.x; precise float fragment_unnamed_450 = mad(fragment_input_3.y, fragment_unnamed_439, fragment_unnamed_340) * fragment_unnamed_352.y; precise float fragment_unnamed_451 = mad(fragment_input_3.z, fragment_unnamed_439, fragment_unnamed_341) * fragment_unnamed_352.z; fragment_output_0.x = fragment_unnamed_449; fragment_output_0.y = fragment_unnamed_450; fragment_output_0.z = fragment_unnamed_451; fragment_output_0.w = fragment_unnamed_352.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); fragment_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); fragment_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); fragment_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); fragment_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); fragment_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); fragment_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); fragment_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); fragment_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); fragment_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); fragment_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); fragment_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); fragment_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); fragment_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); fragment_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); fragment_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); fragment_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); fragment_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); fragment_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); fragment_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); fragment_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); fragment_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); fragment_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); fragment_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); fragment_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _ADDITIONAL_LIGHTS #endif // _LIGHT_COOKIES #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _SHADOWS_SOFT #endif // !_MAIN_LIGHT_SHADOWS // Fallback Shader Code #ifndef ANY_SHADER_VARIANT_ACTIVE // https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html float4x4 unity_MatrixMVP; struct Vertex_Stage_Input { float3 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { // Output solid grey color (e.g., 50% grey) return float4(0.5, 0.5, 0.5, 1.0); // RGBA } #endif // !ANY_SHADER_VARIANT_ACTIVE ENDHLSL } Pass { Name "TerrainDetailVertex - GBuffer" LOD 100 Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "UniversalGBuffer" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Unlit" } GpuProgramID 104492 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma shader_feature _MAIN_LIGHT_SHADOWS #pragma shader_feature _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _SHADOWS_SOFT #ifdef _MAIN_LIGHT_SHADOWS #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4x4 _MainLightWorldToShadow[5]; static float4 vertex_uniform_buffer_0[132]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[20]; static float4 gl_Position; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 float4 gl_Position : SV_Position; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_96 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_111 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_126 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_134 = rsqrt(max(dot(float3(vertex_unnamed_96, vertex_unnamed_111, vertex_unnamed_126), float3(vertex_unnamed_96, vertex_unnamed_111, vertex_unnamed_126)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_135 = vertex_unnamed_134 * vertex_unnamed_96; precise float vertex_unnamed_136 = vertex_unnamed_134 * vertex_unnamed_111; precise float vertex_unnamed_137 = vertex_unnamed_134 * vertex_unnamed_126; float vertex_unnamed_147 = clamp(dot(float3(vertex_unnamed_135, vertex_unnamed_136, vertex_unnamed_137), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_135; vertex_output_5.y = vertex_unnamed_136; vertex_output_5.z = vertex_unnamed_137; precise float vertex_unnamed_160 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_161 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_162 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_163 = vertex_unnamed_147 * vertex_unnamed_160; precise float vertex_unnamed_164 = vertex_unnamed_147 * vertex_unnamed_161; precise float vertex_unnamed_165 = vertex_unnamed_147 * vertex_unnamed_162; vertex_output_3.x = vertex_unnamed_163; vertex_output_3.y = vertex_unnamed_164; vertex_output_3.z = vertex_unnamed_165; vertex_output_3.w = 0.0f; vertex_output_4.w = 0.0f; precise float vertex_unnamed_178 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_179 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_180 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_206 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_178)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_207 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_179)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_208 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_180)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_214 = vertex_unnamed_207 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_215 = vertex_unnamed_207 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_216 = vertex_unnamed_207 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_238 = mad(vertex_uniform_buffer_2[2u].x, vertex_unnamed_208, mad(vertex_uniform_buffer_2[0u].x, vertex_unnamed_206, vertex_unnamed_214)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_239 = mad(vertex_uniform_buffer_2[2u].y, vertex_unnamed_208, mad(vertex_uniform_buffer_2[0u].y, vertex_unnamed_206, vertex_unnamed_215)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_240 = mad(vertex_uniform_buffer_2[2u].z, vertex_unnamed_208, mad(vertex_uniform_buffer_2[0u].z, vertex_unnamed_206, vertex_unnamed_216)) + vertex_uniform_buffer_2[3u].z; vertex_output_4.x = vertex_unnamed_238; vertex_output_4.y = vertex_unnamed_239; vertex_output_4.z = vertex_unnamed_240; vertex_output_6.x = vertex_unnamed_206; vertex_output_6.y = vertex_unnamed_207; vertex_output_6.z = vertex_unnamed_208; precise float vertex_unnamed_254 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_255 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_256 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_257 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].w; precise float vertex_unnamed_287 = mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_206, vertex_unnamed_254)) + vertex_uniform_buffer_0[82u].x; precise float vertex_unnamed_288 = mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_206, vertex_unnamed_255)) + vertex_uniform_buffer_0[82u].y; precise float vertex_unnamed_289 = mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_206, vertex_unnamed_256)) + vertex_uniform_buffer_0[82u].z; precise float vertex_unnamed_290 = mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_206, vertex_unnamed_257)) + vertex_uniform_buffer_0[82u].w; gl_Position.x = vertex_unnamed_287; gl_Position.y = vertex_unnamed_288; gl_Position.z = vertex_unnamed_289; gl_Position.w = vertex_unnamed_290; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_0[131] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); vertex_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); vertex_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); vertex_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); vertex_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); vertex_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); vertex_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); vertex_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); vertex_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); vertex_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); vertex_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); vertex_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); vertex_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); vertex_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); vertex_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); vertex_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); vertex_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); vertex_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); vertex_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); vertex_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4x4 unity_StereoMatrixVP[2]; float4x4 _MainLightWorldToShadow[5]; static float4 vertex_uniform_buffer_0[101]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[40]; static float4 vertex_uniform_buffer_3[20]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; static uint vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 uint vertex_output_8 : SV_InstanceID; // SV_InstanceID float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_106 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_121 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_136 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_144 = rsqrt(max(dot(float3(vertex_unnamed_106, vertex_unnamed_121, vertex_unnamed_136), float3(vertex_unnamed_106, vertex_unnamed_121, vertex_unnamed_136)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_145 = vertex_unnamed_144 * vertex_unnamed_106; precise float vertex_unnamed_146 = vertex_unnamed_144 * vertex_unnamed_121; precise float vertex_unnamed_147 = vertex_unnamed_144 * vertex_unnamed_136; float vertex_unnamed_157 = clamp(dot(float3(vertex_unnamed_145, vertex_unnamed_146, vertex_unnamed_147), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_145; vertex_output_5.y = vertex_unnamed_146; vertex_output_5.z = vertex_unnamed_147; precise float vertex_unnamed_170 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_171 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_172 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_173 = vertex_unnamed_157 * vertex_unnamed_170; precise float vertex_unnamed_174 = vertex_unnamed_157 * vertex_unnamed_171; precise float vertex_unnamed_175 = vertex_unnamed_157 * vertex_unnamed_172; vertex_output_3.x = vertex_unnamed_173; vertex_output_3.y = vertex_unnamed_174; vertex_output_3.z = vertex_unnamed_175; vertex_output_3.w = 0.0f; vertex_output_4.w = 0.0f; precise float vertex_unnamed_188 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_189 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_190 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_216 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_188)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_217 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_189)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_218 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_190)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_224 = vertex_unnamed_217 * vertex_uniform_buffer_3[1u].x; precise float vertex_unnamed_225 = vertex_unnamed_217 * vertex_uniform_buffer_3[1u].y; precise float vertex_unnamed_226 = vertex_unnamed_217 * vertex_uniform_buffer_3[1u].z; precise float vertex_unnamed_248 = mad(vertex_uniform_buffer_3[2u].x, vertex_unnamed_218, mad(vertex_uniform_buffer_3[0u].x, vertex_unnamed_216, vertex_unnamed_224)) + vertex_uniform_buffer_3[3u].x; precise float vertex_unnamed_249 = mad(vertex_uniform_buffer_3[2u].y, vertex_unnamed_218, mad(vertex_uniform_buffer_3[0u].y, vertex_unnamed_216, vertex_unnamed_225)) + vertex_uniform_buffer_3[3u].y; precise float vertex_unnamed_250 = mad(vertex_uniform_buffer_3[2u].z, vertex_unnamed_218, mad(vertex_uniform_buffer_3[0u].z, vertex_unnamed_216, vertex_unnamed_226)) + vertex_uniform_buffer_3[3u].z; vertex_output_4.x = vertex_unnamed_248; vertex_output_4.y = vertex_unnamed_249; vertex_output_4.z = vertex_unnamed_250; vertex_output_6.x = vertex_unnamed_216; vertex_output_6.y = vertex_unnamed_217; vertex_output_6.z = vertex_unnamed_218; uint vertex_unnamed_261 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_262 = vertex_unnamed_261 << 2u; gl_Layer = int(vertex_unnamed_261); uint vertex_unnamed_263 = vertex_unnamed_262 + 33u; precise float vertex_unnamed_271 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].x; precise float vertex_unnamed_272 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].y; precise float vertex_unnamed_273 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].z; precise float vertex_unnamed_274 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].w; uint vertex_unnamed_275 = vertex_unnamed_262 + 32u; uint vertex_unnamed_287 = vertex_unnamed_262 + 34u; uint vertex_unnamed_299 = vertex_unnamed_262 + 35u; precise float vertex_unnamed_307 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].x, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].x, vertex_unnamed_216, vertex_unnamed_271)) + vertex_uniform_buffer_2[vertex_unnamed_299].x; precise float vertex_unnamed_308 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].y, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].y, vertex_unnamed_216, vertex_unnamed_272)) + vertex_uniform_buffer_2[vertex_unnamed_299].y; precise float vertex_unnamed_309 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].z, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].z, vertex_unnamed_216, vertex_unnamed_273)) + vertex_uniform_buffer_2[vertex_unnamed_299].z; precise float vertex_unnamed_310 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].w, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].w, vertex_unnamed_216, vertex_unnamed_274)) + vertex_uniform_buffer_2[vertex_unnamed_299].w; gl_Position.x = vertex_unnamed_307; gl_Position.y = vertex_unnamed_308; gl_Position.z = vertex_unnamed_309; gl_Position.w = vertex_unnamed_310; vertex_output_8 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[100] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_2[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_2[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_2[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_2[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_2[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_2[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_2[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); vertex_uniform_buffer_3[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); vertex_uniform_buffer_3[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); vertex_uniform_buffer_3[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); vertex_uniform_buffer_3[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); vertex_uniform_buffer_3[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); vertex_uniform_buffer_3[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); vertex_uniform_buffer_3[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); vertex_uniform_buffer_3[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); vertex_uniform_buffer_3[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); vertex_uniform_buffer_3[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); vertex_uniform_buffer_3[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); vertex_uniform_buffer_3[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); vertex_uniform_buffer_3[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); vertex_uniform_buffer_3[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); vertex_uniform_buffer_3[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); vertex_uniform_buffer_3[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); vertex_uniform_buffer_3[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); vertex_uniform_buffer_3[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); vertex_uniform_buffer_3[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef _MAIN_LIGHT_SHADOWS #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4x4 _MainLightWorldToShadow[5]; static float4 vertex_uniform_buffer_0[132]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[20]; static float4 gl_Position; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 float4 gl_Position : SV_Position; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_96 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_111 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_126 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_134 = rsqrt(max(dot(float3(vertex_unnamed_96, vertex_unnamed_111, vertex_unnamed_126), float3(vertex_unnamed_96, vertex_unnamed_111, vertex_unnamed_126)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_135 = vertex_unnamed_134 * vertex_unnamed_96; precise float vertex_unnamed_136 = vertex_unnamed_134 * vertex_unnamed_111; precise float vertex_unnamed_137 = vertex_unnamed_134 * vertex_unnamed_126; float vertex_unnamed_147 = clamp(dot(float3(vertex_unnamed_135, vertex_unnamed_136, vertex_unnamed_137), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_135; vertex_output_5.y = vertex_unnamed_136; vertex_output_5.z = vertex_unnamed_137; precise float vertex_unnamed_160 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_161 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_162 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_163 = vertex_unnamed_147 * vertex_unnamed_160; precise float vertex_unnamed_164 = vertex_unnamed_147 * vertex_unnamed_161; precise float vertex_unnamed_165 = vertex_unnamed_147 * vertex_unnamed_162; vertex_output_3.x = vertex_unnamed_163; vertex_output_3.y = vertex_unnamed_164; vertex_output_3.z = vertex_unnamed_165; vertex_output_3.w = 0.0f; vertex_output_4.w = 0.0f; precise float vertex_unnamed_178 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_179 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_180 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_206 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_178)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_207 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_179)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_208 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_180)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_214 = vertex_unnamed_207 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_215 = vertex_unnamed_207 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_216 = vertex_unnamed_207 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_238 = mad(vertex_uniform_buffer_2[2u].x, vertex_unnamed_208, mad(vertex_uniform_buffer_2[0u].x, vertex_unnamed_206, vertex_unnamed_214)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_239 = mad(vertex_uniform_buffer_2[2u].y, vertex_unnamed_208, mad(vertex_uniform_buffer_2[0u].y, vertex_unnamed_206, vertex_unnamed_215)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_240 = mad(vertex_uniform_buffer_2[2u].z, vertex_unnamed_208, mad(vertex_uniform_buffer_2[0u].z, vertex_unnamed_206, vertex_unnamed_216)) + vertex_uniform_buffer_2[3u].z; vertex_output_4.x = vertex_unnamed_238; vertex_output_4.y = vertex_unnamed_239; vertex_output_4.z = vertex_unnamed_240; vertex_output_6.x = vertex_unnamed_206; vertex_output_6.y = vertex_unnamed_207; vertex_output_6.z = vertex_unnamed_208; precise float vertex_unnamed_254 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_255 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_256 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_257 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].w; precise float vertex_unnamed_287 = mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_206, vertex_unnamed_254)) + vertex_uniform_buffer_0[82u].x; precise float vertex_unnamed_288 = mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_206, vertex_unnamed_255)) + vertex_uniform_buffer_0[82u].y; precise float vertex_unnamed_289 = mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_206, vertex_unnamed_256)) + vertex_uniform_buffer_0[82u].z; precise float vertex_unnamed_290 = mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_206, vertex_unnamed_257)) + vertex_uniform_buffer_0[82u].w; gl_Position.x = vertex_unnamed_287; gl_Position.y = vertex_unnamed_288; gl_Position.z = vertex_unnamed_289; gl_Position.w = vertex_unnamed_290; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_0[131] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); vertex_uniform_buffer_2[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); vertex_uniform_buffer_2[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); vertex_uniform_buffer_2[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); vertex_uniform_buffer_2[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); vertex_uniform_buffer_2[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); vertex_uniform_buffer_2[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); vertex_uniform_buffer_2[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); vertex_uniform_buffer_2[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); vertex_uniform_buffer_2[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); vertex_uniform_buffer_2[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); vertex_uniform_buffer_2[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); vertex_uniform_buffer_2[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); vertex_uniform_buffer_2[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); vertex_uniform_buffer_2[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); vertex_uniform_buffer_2[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); vertex_uniform_buffer_2[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); vertex_uniform_buffer_2[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); vertex_uniform_buffer_2[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); vertex_uniform_buffer_2[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4x4 unity_StereoMatrixVP[2]; float4x4 _MainLightWorldToShadow[5]; static float4 vertex_uniform_buffer_0[101]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[40]; static float4 vertex_uniform_buffer_3[20]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; static uint vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 uint vertex_output_8 : SV_InstanceID; // SV_InstanceID float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_106 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_121 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_136 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_144 = rsqrt(max(dot(float3(vertex_unnamed_106, vertex_unnamed_121, vertex_unnamed_136), float3(vertex_unnamed_106, vertex_unnamed_121, vertex_unnamed_136)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_145 = vertex_unnamed_144 * vertex_unnamed_106; precise float vertex_unnamed_146 = vertex_unnamed_144 * vertex_unnamed_121; precise float vertex_unnamed_147 = vertex_unnamed_144 * vertex_unnamed_136; float vertex_unnamed_157 = clamp(dot(float3(vertex_unnamed_145, vertex_unnamed_146, vertex_unnamed_147), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_145; vertex_output_5.y = vertex_unnamed_146; vertex_output_5.z = vertex_unnamed_147; precise float vertex_unnamed_170 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_171 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_172 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_173 = vertex_unnamed_157 * vertex_unnamed_170; precise float vertex_unnamed_174 = vertex_unnamed_157 * vertex_unnamed_171; precise float vertex_unnamed_175 = vertex_unnamed_157 * vertex_unnamed_172; vertex_output_3.x = vertex_unnamed_173; vertex_output_3.y = vertex_unnamed_174; vertex_output_3.z = vertex_unnamed_175; vertex_output_3.w = 0.0f; vertex_output_4.w = 0.0f; precise float vertex_unnamed_188 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_189 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_190 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_216 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_188)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_217 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_189)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_218 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_190)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_224 = vertex_unnamed_217 * vertex_uniform_buffer_3[1u].x; precise float vertex_unnamed_225 = vertex_unnamed_217 * vertex_uniform_buffer_3[1u].y; precise float vertex_unnamed_226 = vertex_unnamed_217 * vertex_uniform_buffer_3[1u].z; precise float vertex_unnamed_248 = mad(vertex_uniform_buffer_3[2u].x, vertex_unnamed_218, mad(vertex_uniform_buffer_3[0u].x, vertex_unnamed_216, vertex_unnamed_224)) + vertex_uniform_buffer_3[3u].x; precise float vertex_unnamed_249 = mad(vertex_uniform_buffer_3[2u].y, vertex_unnamed_218, mad(vertex_uniform_buffer_3[0u].y, vertex_unnamed_216, vertex_unnamed_225)) + vertex_uniform_buffer_3[3u].y; precise float vertex_unnamed_250 = mad(vertex_uniform_buffer_3[2u].z, vertex_unnamed_218, mad(vertex_uniform_buffer_3[0u].z, vertex_unnamed_216, vertex_unnamed_226)) + vertex_uniform_buffer_3[3u].z; vertex_output_4.x = vertex_unnamed_248; vertex_output_4.y = vertex_unnamed_249; vertex_output_4.z = vertex_unnamed_250; vertex_output_6.x = vertex_unnamed_216; vertex_output_6.y = vertex_unnamed_217; vertex_output_6.z = vertex_unnamed_218; uint vertex_unnamed_261 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_262 = vertex_unnamed_261 << 2u; gl_Layer = int(vertex_unnamed_261); uint vertex_unnamed_263 = vertex_unnamed_262 + 33u; precise float vertex_unnamed_271 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].x; precise float vertex_unnamed_272 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].y; precise float vertex_unnamed_273 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].z; precise float vertex_unnamed_274 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_263].w; uint vertex_unnamed_275 = vertex_unnamed_262 + 32u; uint vertex_unnamed_287 = vertex_unnamed_262 + 34u; uint vertex_unnamed_299 = vertex_unnamed_262 + 35u; precise float vertex_unnamed_307 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].x, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].x, vertex_unnamed_216, vertex_unnamed_271)) + vertex_uniform_buffer_2[vertex_unnamed_299].x; precise float vertex_unnamed_308 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].y, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].y, vertex_unnamed_216, vertex_unnamed_272)) + vertex_uniform_buffer_2[vertex_unnamed_299].y; precise float vertex_unnamed_309 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].z, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].z, vertex_unnamed_216, vertex_unnamed_273)) + vertex_uniform_buffer_2[vertex_unnamed_299].z; precise float vertex_unnamed_310 = mad(vertex_uniform_buffer_2[vertex_unnamed_287].w, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_275].w, vertex_unnamed_216, vertex_unnamed_274)) + vertex_uniform_buffer_2[vertex_unnamed_299].w; gl_Position.x = vertex_unnamed_307; gl_Position.y = vertex_unnamed_308; gl_Position.z = vertex_unnamed_309; gl_Position.w = vertex_unnamed_310; vertex_output_8 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[100] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_2[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_2[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_2[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_2[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_2[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_2[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_2[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[0] = float4(_MainLightWorldToShadow[0][0][0], _MainLightWorldToShadow[0][1][0], _MainLightWorldToShadow[0][2][0], _MainLightWorldToShadow[0][3][0]); vertex_uniform_buffer_3[1] = float4(_MainLightWorldToShadow[0][0][1], _MainLightWorldToShadow[0][1][1], _MainLightWorldToShadow[0][2][1], _MainLightWorldToShadow[0][3][1]); vertex_uniform_buffer_3[2] = float4(_MainLightWorldToShadow[0][0][2], _MainLightWorldToShadow[0][1][2], _MainLightWorldToShadow[0][2][2], _MainLightWorldToShadow[0][3][2]); vertex_uniform_buffer_3[3] = float4(_MainLightWorldToShadow[0][0][3], _MainLightWorldToShadow[0][1][3], _MainLightWorldToShadow[0][2][3], _MainLightWorldToShadow[0][3][3]); vertex_uniform_buffer_3[4] = float4(_MainLightWorldToShadow[1][0][0], _MainLightWorldToShadow[1][1][0], _MainLightWorldToShadow[1][2][0], _MainLightWorldToShadow[1][3][0]); vertex_uniform_buffer_3[5] = float4(_MainLightWorldToShadow[1][0][1], _MainLightWorldToShadow[1][1][1], _MainLightWorldToShadow[1][2][1], _MainLightWorldToShadow[1][3][1]); vertex_uniform_buffer_3[6] = float4(_MainLightWorldToShadow[1][0][2], _MainLightWorldToShadow[1][1][2], _MainLightWorldToShadow[1][2][2], _MainLightWorldToShadow[1][3][2]); vertex_uniform_buffer_3[7] = float4(_MainLightWorldToShadow[1][0][3], _MainLightWorldToShadow[1][1][3], _MainLightWorldToShadow[1][2][3], _MainLightWorldToShadow[1][3][3]); vertex_uniform_buffer_3[8] = float4(_MainLightWorldToShadow[2][0][0], _MainLightWorldToShadow[2][1][0], _MainLightWorldToShadow[2][2][0], _MainLightWorldToShadow[2][3][0]); vertex_uniform_buffer_3[9] = float4(_MainLightWorldToShadow[2][0][1], _MainLightWorldToShadow[2][1][1], _MainLightWorldToShadow[2][2][1], _MainLightWorldToShadow[2][3][1]); vertex_uniform_buffer_3[10] = float4(_MainLightWorldToShadow[2][0][2], _MainLightWorldToShadow[2][1][2], _MainLightWorldToShadow[2][2][2], _MainLightWorldToShadow[2][3][2]); vertex_uniform_buffer_3[11] = float4(_MainLightWorldToShadow[2][0][3], _MainLightWorldToShadow[2][1][3], _MainLightWorldToShadow[2][2][3], _MainLightWorldToShadow[2][3][3]); vertex_uniform_buffer_3[12] = float4(_MainLightWorldToShadow[3][0][0], _MainLightWorldToShadow[3][1][0], _MainLightWorldToShadow[3][2][0], _MainLightWorldToShadow[3][3][0]); vertex_uniform_buffer_3[13] = float4(_MainLightWorldToShadow[3][0][1], _MainLightWorldToShadow[3][1][1], _MainLightWorldToShadow[3][2][1], _MainLightWorldToShadow[3][3][1]); vertex_uniform_buffer_3[14] = float4(_MainLightWorldToShadow[3][0][2], _MainLightWorldToShadow[3][1][2], _MainLightWorldToShadow[3][2][2], _MainLightWorldToShadow[3][3][2]); vertex_uniform_buffer_3[15] = float4(_MainLightWorldToShadow[3][0][3], _MainLightWorldToShadow[3][1][3], _MainLightWorldToShadow[3][2][3], _MainLightWorldToShadow[3][3][3]); vertex_uniform_buffer_3[16] = float4(_MainLightWorldToShadow[4][0][0], _MainLightWorldToShadow[4][1][0], _MainLightWorldToShadow[4][2][0], _MainLightWorldToShadow[4][3][0]); vertex_uniform_buffer_3[17] = float4(_MainLightWorldToShadow[4][0][1], _MainLightWorldToShadow[4][1][1], _MainLightWorldToShadow[4][2][1], _MainLightWorldToShadow[4][3][1]); vertex_uniform_buffer_3[18] = float4(_MainLightWorldToShadow[4][0][2], _MainLightWorldToShadow[4][1][2], _MainLightWorldToShadow[4][2][2], _MainLightWorldToShadow[4][3][2]); vertex_uniform_buffer_3[19] = float4(_MainLightWorldToShadow[4][0][3], _MainLightWorldToShadow[4][1][3], _MainLightWorldToShadow[4][2][3], _MainLightWorldToShadow[4][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4x4 unity_StereoMatrixVP[2]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 vertex_uniform_buffer_0[101]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[40]; static float4 vertex_uniform_buffer_3[25]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; static uint vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 uint vertex_output_8 : SV_InstanceID; // SV_InstanceID float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_107 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_122 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_137 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_145 = rsqrt(max(dot(float3(vertex_unnamed_107, vertex_unnamed_122, vertex_unnamed_137), float3(vertex_unnamed_107, vertex_unnamed_122, vertex_unnamed_137)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_146 = vertex_unnamed_145 * vertex_unnamed_107; precise float vertex_unnamed_147 = vertex_unnamed_145 * vertex_unnamed_122; precise float vertex_unnamed_148 = vertex_unnamed_145 * vertex_unnamed_137; float vertex_unnamed_158 = clamp(dot(float3(vertex_unnamed_146, vertex_unnamed_147, vertex_unnamed_148), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_146; vertex_output_5.y = vertex_unnamed_147; vertex_output_5.z = vertex_unnamed_148; precise float vertex_unnamed_171 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_172 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_173 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_174 = vertex_unnamed_158 * vertex_unnamed_171; precise float vertex_unnamed_175 = vertex_unnamed_158 * vertex_unnamed_172; precise float vertex_unnamed_176 = vertex_unnamed_158 * vertex_unnamed_173; vertex_output_3.x = vertex_unnamed_174; vertex_output_3.y = vertex_unnamed_175; vertex_output_3.z = vertex_unnamed_176; vertex_output_3.w = 0.0f; precise float vertex_unnamed_188 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_189 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_190 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_216 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_188)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_217 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_189)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_218 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_190)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_223 = (-0.0f) - vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_226 = (-0.0f) - vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_228 = (-0.0f) - vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_229 = vertex_unnamed_216 + vertex_unnamed_223; precise float vertex_unnamed_230 = vertex_unnamed_217 + vertex_unnamed_226; precise float vertex_unnamed_231 = vertex_unnamed_218 + vertex_unnamed_228; precise float vertex_unnamed_239 = (-0.0f) - vertex_uniform_buffer_3[21u].x; precise float vertex_unnamed_241 = (-0.0f) - vertex_uniform_buffer_3[21u].y; precise float vertex_unnamed_243 = (-0.0f) - vertex_uniform_buffer_3[21u].z; precise float vertex_unnamed_244 = vertex_unnamed_216 + vertex_unnamed_239; precise float vertex_unnamed_245 = vertex_unnamed_217 + vertex_unnamed_241; precise float vertex_unnamed_246 = vertex_unnamed_218 + vertex_unnamed_243; precise float vertex_unnamed_254 = (-0.0f) - vertex_uniform_buffer_3[22u].x; precise float vertex_unnamed_256 = (-0.0f) - vertex_uniform_buffer_3[22u].y; precise float vertex_unnamed_258 = (-0.0f) - vertex_uniform_buffer_3[22u].z; precise float vertex_unnamed_259 = vertex_unnamed_216 + vertex_unnamed_254; precise float vertex_unnamed_260 = vertex_unnamed_217 + vertex_unnamed_256; precise float vertex_unnamed_261 = vertex_unnamed_218 + vertex_unnamed_258; precise float vertex_unnamed_269 = (-0.0f) - vertex_uniform_buffer_3[23u].x; precise float vertex_unnamed_271 = (-0.0f) - vertex_uniform_buffer_3[23u].y; precise float vertex_unnamed_273 = (-0.0f) - vertex_uniform_buffer_3[23u].z; precise float vertex_unnamed_274 = vertex_unnamed_216 + vertex_unnamed_269; precise float vertex_unnamed_275 = vertex_unnamed_217 + vertex_unnamed_271; precise float vertex_unnamed_276 = vertex_unnamed_218 + vertex_unnamed_273; bool vertex_unnamed_288 = dot(float3(vertex_unnamed_229, vertex_unnamed_230, vertex_unnamed_231), float3(vertex_unnamed_229, vertex_unnamed_230, vertex_unnamed_231)) < vertex_uniform_buffer_3[24u].x; bool vertex_unnamed_289 = dot(float3(vertex_unnamed_244, vertex_unnamed_245, vertex_unnamed_246), float3(vertex_unnamed_244, vertex_unnamed_245, vertex_unnamed_246)) < vertex_uniform_buffer_3[24u].y; bool vertex_unnamed_290 = dot(float3(vertex_unnamed_259, vertex_unnamed_260, vertex_unnamed_261), float3(vertex_unnamed_259, vertex_unnamed_260, vertex_unnamed_261)) < vertex_uniform_buffer_3[24u].z; precise float vertex_unnamed_314 = asfloat(vertex_unnamed_288 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_289 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_315 = asfloat(vertex_unnamed_289 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_290 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_316 = asfloat(vertex_unnamed_290 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(vertex_unnamed_274, vertex_unnamed_275, vertex_unnamed_276), float3(vertex_unnamed_274, vertex_unnamed_275, vertex_unnamed_276)) < vertex_uniform_buffer_3[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_326 = (-0.0f) - dot(float4(asfloat((vertex_unnamed_288 ? 4294967295u : 0u) & 1065353216u), max(vertex_unnamed_314, 0.0f), max(vertex_unnamed_315, 0.0f), max(vertex_unnamed_316, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float vertex_unnamed_327 = vertex_unnamed_326 + 4.0f; uint vertex_unnamed_329 = uint(vertex_unnamed_327) << 2u; uint vertex_unnamed_330 = vertex_unnamed_329 + 1u; precise float vertex_unnamed_336 = vertex_unnamed_217 * vertex_uniform_buffer_3[vertex_unnamed_330].x; precise float vertex_unnamed_337 = vertex_unnamed_217 * vertex_uniform_buffer_3[vertex_unnamed_330].y; precise float vertex_unnamed_338 = vertex_unnamed_217 * vertex_uniform_buffer_3[vertex_unnamed_330].z; uint vertex_unnamed_347 = vertex_unnamed_329 + 2u; uint vertex_unnamed_356 = vertex_unnamed_329 + 3u; precise float vertex_unnamed_362 = mad(vertex_uniform_buffer_3[vertex_unnamed_347].x, vertex_unnamed_218, mad(vertex_uniform_buffer_3[vertex_unnamed_329].x, vertex_unnamed_216, vertex_unnamed_336)) + vertex_uniform_buffer_3[vertex_unnamed_356].x; precise float vertex_unnamed_363 = mad(vertex_uniform_buffer_3[vertex_unnamed_347].y, vertex_unnamed_218, mad(vertex_uniform_buffer_3[vertex_unnamed_329].y, vertex_unnamed_216, vertex_unnamed_337)) + vertex_uniform_buffer_3[vertex_unnamed_356].y; precise float vertex_unnamed_364 = mad(vertex_uniform_buffer_3[vertex_unnamed_347].z, vertex_unnamed_218, mad(vertex_uniform_buffer_3[vertex_unnamed_329].z, vertex_unnamed_216, vertex_unnamed_338)) + vertex_uniform_buffer_3[vertex_unnamed_356].z; vertex_output_4.x = vertex_unnamed_362; vertex_output_4.y = vertex_unnamed_363; vertex_output_4.z = vertex_unnamed_364; vertex_output_4.w = 0.0f; vertex_output_6.x = vertex_unnamed_216; vertex_output_6.y = vertex_unnamed_217; vertex_output_6.z = vertex_unnamed_218; uint vertex_unnamed_376 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_377 = vertex_unnamed_376 << 2u; gl_Layer = int(vertex_unnamed_376); uint vertex_unnamed_378 = vertex_unnamed_377 + 33u; precise float vertex_unnamed_386 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].x; precise float vertex_unnamed_387 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].y; precise float vertex_unnamed_388 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].z; precise float vertex_unnamed_389 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].w; uint vertex_unnamed_390 = vertex_unnamed_377 + 32u; uint vertex_unnamed_402 = vertex_unnamed_377 + 34u; uint vertex_unnamed_414 = vertex_unnamed_377 + 35u; precise float vertex_unnamed_422 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].x, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].x, vertex_unnamed_216, vertex_unnamed_386)) + vertex_uniform_buffer_2[vertex_unnamed_414].x; precise float vertex_unnamed_423 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].y, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].y, vertex_unnamed_216, vertex_unnamed_387)) + vertex_uniform_buffer_2[vertex_unnamed_414].y; precise float vertex_unnamed_424 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].z, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].z, vertex_unnamed_216, vertex_unnamed_388)) + vertex_uniform_buffer_2[vertex_unnamed_414].z; precise float vertex_unnamed_425 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].w, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].w, vertex_unnamed_216, vertex_unnamed_389)) + vertex_uniform_buffer_2[vertex_unnamed_414].w; gl_Position.x = vertex_unnamed_422; gl_Position.y = vertex_unnamed_423; gl_Position.z = vertex_unnamed_424; gl_Position.w = vertex_unnamed_425; vertex_output_8 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[100] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_2[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_2[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_2[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_2[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_2[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_2[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_2[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); vertex_uniform_buffer_3[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); vertex_uniform_buffer_3[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); vertex_uniform_buffer_3[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); vertex_uniform_buffer_3[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 vertex_uniform_buffer_0[132]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[25]; static float4 gl_Position; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 float4 gl_Position : SV_Position; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_97 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_112 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_127 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_135 = rsqrt(max(dot(float3(vertex_unnamed_97, vertex_unnamed_112, vertex_unnamed_127), float3(vertex_unnamed_97, vertex_unnamed_112, vertex_unnamed_127)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_136 = vertex_unnamed_135 * vertex_unnamed_97; precise float vertex_unnamed_137 = vertex_unnamed_135 * vertex_unnamed_112; precise float vertex_unnamed_138 = vertex_unnamed_135 * vertex_unnamed_127; float vertex_unnamed_148 = clamp(dot(float3(vertex_unnamed_136, vertex_unnamed_137, vertex_unnamed_138), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_136; vertex_output_5.y = vertex_unnamed_137; vertex_output_5.z = vertex_unnamed_138; precise float vertex_unnamed_161 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_162 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_163 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_164 = vertex_unnamed_148 * vertex_unnamed_161; precise float vertex_unnamed_165 = vertex_unnamed_148 * vertex_unnamed_162; precise float vertex_unnamed_166 = vertex_unnamed_148 * vertex_unnamed_163; vertex_output_3.x = vertex_unnamed_164; vertex_output_3.y = vertex_unnamed_165; vertex_output_3.z = vertex_unnamed_166; vertex_output_3.w = 0.0f; precise float vertex_unnamed_178 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_179 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_180 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_206 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_178)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_207 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_179)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_208 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_180)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_213 = (-0.0f) - vertex_uniform_buffer_2[20u].x; precise float vertex_unnamed_216 = (-0.0f) - vertex_uniform_buffer_2[20u].y; precise float vertex_unnamed_218 = (-0.0f) - vertex_uniform_buffer_2[20u].z; precise float vertex_unnamed_219 = vertex_unnamed_206 + vertex_unnamed_213; precise float vertex_unnamed_220 = vertex_unnamed_207 + vertex_unnamed_216; precise float vertex_unnamed_221 = vertex_unnamed_208 + vertex_unnamed_218; precise float vertex_unnamed_229 = (-0.0f) - vertex_uniform_buffer_2[21u].x; precise float vertex_unnamed_231 = (-0.0f) - vertex_uniform_buffer_2[21u].y; precise float vertex_unnamed_233 = (-0.0f) - vertex_uniform_buffer_2[21u].z; precise float vertex_unnamed_234 = vertex_unnamed_206 + vertex_unnamed_229; precise float vertex_unnamed_235 = vertex_unnamed_207 + vertex_unnamed_231; precise float vertex_unnamed_236 = vertex_unnamed_208 + vertex_unnamed_233; precise float vertex_unnamed_244 = (-0.0f) - vertex_uniform_buffer_2[22u].x; precise float vertex_unnamed_246 = (-0.0f) - vertex_uniform_buffer_2[22u].y; precise float vertex_unnamed_248 = (-0.0f) - vertex_uniform_buffer_2[22u].z; precise float vertex_unnamed_249 = vertex_unnamed_206 + vertex_unnamed_244; precise float vertex_unnamed_250 = vertex_unnamed_207 + vertex_unnamed_246; precise float vertex_unnamed_251 = vertex_unnamed_208 + vertex_unnamed_248; precise float vertex_unnamed_259 = (-0.0f) - vertex_uniform_buffer_2[23u].x; precise float vertex_unnamed_261 = (-0.0f) - vertex_uniform_buffer_2[23u].y; precise float vertex_unnamed_263 = (-0.0f) - vertex_uniform_buffer_2[23u].z; precise float vertex_unnamed_264 = vertex_unnamed_206 + vertex_unnamed_259; precise float vertex_unnamed_265 = vertex_unnamed_207 + vertex_unnamed_261; precise float vertex_unnamed_266 = vertex_unnamed_208 + vertex_unnamed_263; bool vertex_unnamed_278 = dot(float3(vertex_unnamed_219, vertex_unnamed_220, vertex_unnamed_221), float3(vertex_unnamed_219, vertex_unnamed_220, vertex_unnamed_221)) < vertex_uniform_buffer_2[24u].x; bool vertex_unnamed_279 = dot(float3(vertex_unnamed_234, vertex_unnamed_235, vertex_unnamed_236), float3(vertex_unnamed_234, vertex_unnamed_235, vertex_unnamed_236)) < vertex_uniform_buffer_2[24u].y; bool vertex_unnamed_280 = dot(float3(vertex_unnamed_249, vertex_unnamed_250, vertex_unnamed_251), float3(vertex_unnamed_249, vertex_unnamed_250, vertex_unnamed_251)) < vertex_uniform_buffer_2[24u].z; precise float vertex_unnamed_304 = asfloat(vertex_unnamed_278 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_279 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_305 = asfloat(vertex_unnamed_279 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_280 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_306 = asfloat(vertex_unnamed_280 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(vertex_unnamed_264, vertex_unnamed_265, vertex_unnamed_266), float3(vertex_unnamed_264, vertex_unnamed_265, vertex_unnamed_266)) < vertex_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_316 = (-0.0f) - dot(float4(asfloat((vertex_unnamed_278 ? 4294967295u : 0u) & 1065353216u), max(vertex_unnamed_304, 0.0f), max(vertex_unnamed_305, 0.0f), max(vertex_unnamed_306, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float vertex_unnamed_317 = vertex_unnamed_316 + 4.0f; uint vertex_unnamed_319 = uint(vertex_unnamed_317) << 2u; uint vertex_unnamed_320 = vertex_unnamed_319 + 1u; precise float vertex_unnamed_326 = vertex_unnamed_207 * vertex_uniform_buffer_2[vertex_unnamed_320].x; precise float vertex_unnamed_327 = vertex_unnamed_207 * vertex_uniform_buffer_2[vertex_unnamed_320].y; precise float vertex_unnamed_328 = vertex_unnamed_207 * vertex_uniform_buffer_2[vertex_unnamed_320].z; uint vertex_unnamed_337 = vertex_unnamed_319 + 2u; uint vertex_unnamed_346 = vertex_unnamed_319 + 3u; precise float vertex_unnamed_352 = mad(vertex_uniform_buffer_2[vertex_unnamed_337].x, vertex_unnamed_208, mad(vertex_uniform_buffer_2[vertex_unnamed_319].x, vertex_unnamed_206, vertex_unnamed_326)) + vertex_uniform_buffer_2[vertex_unnamed_346].x; precise float vertex_unnamed_353 = mad(vertex_uniform_buffer_2[vertex_unnamed_337].y, vertex_unnamed_208, mad(vertex_uniform_buffer_2[vertex_unnamed_319].y, vertex_unnamed_206, vertex_unnamed_327)) + vertex_uniform_buffer_2[vertex_unnamed_346].y; precise float vertex_unnamed_354 = mad(vertex_uniform_buffer_2[vertex_unnamed_337].z, vertex_unnamed_208, mad(vertex_uniform_buffer_2[vertex_unnamed_319].z, vertex_unnamed_206, vertex_unnamed_328)) + vertex_uniform_buffer_2[vertex_unnamed_346].z; vertex_output_4.x = vertex_unnamed_352; vertex_output_4.y = vertex_unnamed_353; vertex_output_4.z = vertex_unnamed_354; vertex_output_4.w = 0.0f; vertex_output_6.x = vertex_unnamed_206; vertex_output_6.y = vertex_unnamed_207; vertex_output_6.z = vertex_unnamed_208; precise float vertex_unnamed_369 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_370 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_371 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_372 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].w; precise float vertex_unnamed_402 = mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_206, vertex_unnamed_369)) + vertex_uniform_buffer_0[82u].x; precise float vertex_unnamed_403 = mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_206, vertex_unnamed_370)) + vertex_uniform_buffer_0[82u].y; precise float vertex_unnamed_404 = mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_206, vertex_unnamed_371)) + vertex_uniform_buffer_0[82u].z; precise float vertex_unnamed_405 = mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_206, vertex_unnamed_372)) + vertex_uniform_buffer_0[82u].w; gl_Position.x = vertex_unnamed_402; gl_Position.y = vertex_unnamed_403; gl_Position.z = vertex_unnamed_404; gl_Position.w = vertex_unnamed_405; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_0[131] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); vertex_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); vertex_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); vertex_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); vertex_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MAIN_LIGHT_SHADOWS #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4x4 unity_StereoMatrixVP[2]; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 vertex_uniform_buffer_0[101]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[40]; static float4 vertex_uniform_buffer_3[25]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; static uint vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 uint vertex_output_8 : SV_InstanceID; // SV_InstanceID float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_107 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_122 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_137 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_145 = rsqrt(max(dot(float3(vertex_unnamed_107, vertex_unnamed_122, vertex_unnamed_137), float3(vertex_unnamed_107, vertex_unnamed_122, vertex_unnamed_137)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_146 = vertex_unnamed_145 * vertex_unnamed_107; precise float vertex_unnamed_147 = vertex_unnamed_145 * vertex_unnamed_122; precise float vertex_unnamed_148 = vertex_unnamed_145 * vertex_unnamed_137; float vertex_unnamed_158 = clamp(dot(float3(vertex_unnamed_146, vertex_unnamed_147, vertex_unnamed_148), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_146; vertex_output_5.y = vertex_unnamed_147; vertex_output_5.z = vertex_unnamed_148; precise float vertex_unnamed_171 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_172 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_173 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_174 = vertex_unnamed_158 * vertex_unnamed_171; precise float vertex_unnamed_175 = vertex_unnamed_158 * vertex_unnamed_172; precise float vertex_unnamed_176 = vertex_unnamed_158 * vertex_unnamed_173; vertex_output_3.x = vertex_unnamed_174; vertex_output_3.y = vertex_unnamed_175; vertex_output_3.z = vertex_unnamed_176; vertex_output_3.w = 0.0f; precise float vertex_unnamed_188 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_189 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_190 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_216 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_188)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_217 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_189)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_218 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_190)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_223 = (-0.0f) - vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_226 = (-0.0f) - vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_228 = (-0.0f) - vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_229 = vertex_unnamed_216 + vertex_unnamed_223; precise float vertex_unnamed_230 = vertex_unnamed_217 + vertex_unnamed_226; precise float vertex_unnamed_231 = vertex_unnamed_218 + vertex_unnamed_228; precise float vertex_unnamed_239 = (-0.0f) - vertex_uniform_buffer_3[21u].x; precise float vertex_unnamed_241 = (-0.0f) - vertex_uniform_buffer_3[21u].y; precise float vertex_unnamed_243 = (-0.0f) - vertex_uniform_buffer_3[21u].z; precise float vertex_unnamed_244 = vertex_unnamed_216 + vertex_unnamed_239; precise float vertex_unnamed_245 = vertex_unnamed_217 + vertex_unnamed_241; precise float vertex_unnamed_246 = vertex_unnamed_218 + vertex_unnamed_243; precise float vertex_unnamed_254 = (-0.0f) - vertex_uniform_buffer_3[22u].x; precise float vertex_unnamed_256 = (-0.0f) - vertex_uniform_buffer_3[22u].y; precise float vertex_unnamed_258 = (-0.0f) - vertex_uniform_buffer_3[22u].z; precise float vertex_unnamed_259 = vertex_unnamed_216 + vertex_unnamed_254; precise float vertex_unnamed_260 = vertex_unnamed_217 + vertex_unnamed_256; precise float vertex_unnamed_261 = vertex_unnamed_218 + vertex_unnamed_258; precise float vertex_unnamed_269 = (-0.0f) - vertex_uniform_buffer_3[23u].x; precise float vertex_unnamed_271 = (-0.0f) - vertex_uniform_buffer_3[23u].y; precise float vertex_unnamed_273 = (-0.0f) - vertex_uniform_buffer_3[23u].z; precise float vertex_unnamed_274 = vertex_unnamed_216 + vertex_unnamed_269; precise float vertex_unnamed_275 = vertex_unnamed_217 + vertex_unnamed_271; precise float vertex_unnamed_276 = vertex_unnamed_218 + vertex_unnamed_273; bool vertex_unnamed_288 = dot(float3(vertex_unnamed_229, vertex_unnamed_230, vertex_unnamed_231), float3(vertex_unnamed_229, vertex_unnamed_230, vertex_unnamed_231)) < vertex_uniform_buffer_3[24u].x; bool vertex_unnamed_289 = dot(float3(vertex_unnamed_244, vertex_unnamed_245, vertex_unnamed_246), float3(vertex_unnamed_244, vertex_unnamed_245, vertex_unnamed_246)) < vertex_uniform_buffer_3[24u].y; bool vertex_unnamed_290 = dot(float3(vertex_unnamed_259, vertex_unnamed_260, vertex_unnamed_261), float3(vertex_unnamed_259, vertex_unnamed_260, vertex_unnamed_261)) < vertex_uniform_buffer_3[24u].z; precise float vertex_unnamed_314 = asfloat(vertex_unnamed_288 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_289 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_315 = asfloat(vertex_unnamed_289 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_290 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_316 = asfloat(vertex_unnamed_290 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(vertex_unnamed_274, vertex_unnamed_275, vertex_unnamed_276), float3(vertex_unnamed_274, vertex_unnamed_275, vertex_unnamed_276)) < vertex_uniform_buffer_3[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_326 = (-0.0f) - dot(float4(asfloat((vertex_unnamed_288 ? 4294967295u : 0u) & 1065353216u), max(vertex_unnamed_314, 0.0f), max(vertex_unnamed_315, 0.0f), max(vertex_unnamed_316, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float vertex_unnamed_327 = vertex_unnamed_326 + 4.0f; uint vertex_unnamed_329 = uint(vertex_unnamed_327) << 2u; uint vertex_unnamed_330 = vertex_unnamed_329 + 1u; precise float vertex_unnamed_336 = vertex_unnamed_217 * vertex_uniform_buffer_3[vertex_unnamed_330].x; precise float vertex_unnamed_337 = vertex_unnamed_217 * vertex_uniform_buffer_3[vertex_unnamed_330].y; precise float vertex_unnamed_338 = vertex_unnamed_217 * vertex_uniform_buffer_3[vertex_unnamed_330].z; uint vertex_unnamed_347 = vertex_unnamed_329 + 2u; uint vertex_unnamed_356 = vertex_unnamed_329 + 3u; precise float vertex_unnamed_362 = mad(vertex_uniform_buffer_3[vertex_unnamed_347].x, vertex_unnamed_218, mad(vertex_uniform_buffer_3[vertex_unnamed_329].x, vertex_unnamed_216, vertex_unnamed_336)) + vertex_uniform_buffer_3[vertex_unnamed_356].x; precise float vertex_unnamed_363 = mad(vertex_uniform_buffer_3[vertex_unnamed_347].y, vertex_unnamed_218, mad(vertex_uniform_buffer_3[vertex_unnamed_329].y, vertex_unnamed_216, vertex_unnamed_337)) + vertex_uniform_buffer_3[vertex_unnamed_356].y; precise float vertex_unnamed_364 = mad(vertex_uniform_buffer_3[vertex_unnamed_347].z, vertex_unnamed_218, mad(vertex_uniform_buffer_3[vertex_unnamed_329].z, vertex_unnamed_216, vertex_unnamed_338)) + vertex_uniform_buffer_3[vertex_unnamed_356].z; vertex_output_4.x = vertex_unnamed_362; vertex_output_4.y = vertex_unnamed_363; vertex_output_4.z = vertex_unnamed_364; vertex_output_4.w = 0.0f; vertex_output_6.x = vertex_unnamed_216; vertex_output_6.y = vertex_unnamed_217; vertex_output_6.z = vertex_unnamed_218; uint vertex_unnamed_376 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_377 = vertex_unnamed_376 << 2u; gl_Layer = int(vertex_unnamed_376); uint vertex_unnamed_378 = vertex_unnamed_377 + 33u; precise float vertex_unnamed_386 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].x; precise float vertex_unnamed_387 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].y; precise float vertex_unnamed_388 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].z; precise float vertex_unnamed_389 = vertex_unnamed_217 * vertex_uniform_buffer_2[vertex_unnamed_378].w; uint vertex_unnamed_390 = vertex_unnamed_377 + 32u; uint vertex_unnamed_402 = vertex_unnamed_377 + 34u; uint vertex_unnamed_414 = vertex_unnamed_377 + 35u; precise float vertex_unnamed_422 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].x, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].x, vertex_unnamed_216, vertex_unnamed_386)) + vertex_uniform_buffer_2[vertex_unnamed_414].x; precise float vertex_unnamed_423 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].y, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].y, vertex_unnamed_216, vertex_unnamed_387)) + vertex_uniform_buffer_2[vertex_unnamed_414].y; precise float vertex_unnamed_424 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].z, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].z, vertex_unnamed_216, vertex_unnamed_388)) + vertex_uniform_buffer_2[vertex_unnamed_414].z; precise float vertex_unnamed_425 = mad(vertex_uniform_buffer_2[vertex_unnamed_402].w, vertex_unnamed_218, mad(vertex_uniform_buffer_2[vertex_unnamed_390].w, vertex_unnamed_216, vertex_unnamed_389)) + vertex_uniform_buffer_2[vertex_unnamed_414].w; gl_Position.x = vertex_unnamed_422; gl_Position.y = vertex_unnamed_423; gl_Position.z = vertex_unnamed_424; gl_Position.w = vertex_unnamed_425; vertex_output_8 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[100] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_2[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_2[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_2[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_2[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_2[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_2[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_2[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); vertex_uniform_buffer_3[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); vertex_uniform_buffer_3[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); vertex_uniform_buffer_3[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); vertex_uniform_buffer_3[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MAIN_LIGHT_SHADOWS #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4 _MainTex_ST; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightData; float4 _CascadeShadowSplitSpheres0; float4 _CascadeShadowSplitSpheres1; float4 _CascadeShadowSplitSpheres2; float4 _CascadeShadowSplitSpheres3; float4 _CascadeShadowSplitSphereRadii; static float4 vertex_uniform_buffer_0[132]; static float4 vertex_uniform_buffer_1[12]; static float4 vertex_uniform_buffer_2[25]; static float4 gl_Position; static float4 vertex_input_0; static float2 vertex_input_1; static float2 vertex_input_2; static float3 vertex_input_3; static float4 vertex_input_4; static float2 vertex_output_0; static float3 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float3 vertex_output_5; static float3 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : NORMAL; // TEXCOORD float2 vertex_input_2 : COLOR; // TEXCOORD_1 float3 vertex_input_3 : TEXCOORD0; // NORMAL float4 vertex_input_4 : COLOR; // COLOR }; struct Vertex_Stage_Output { float2 vertex_output_0 : TEXCOORD; // TEXCOORD float3 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float3 vertex_output_5 : TEXCOORD5; // TEXCOORD_5 float3 vertex_output_6 : TEXCOORD6; // TEXCOORD_6 float4 gl_Position : SV_Position; }; void vert_main() { vertex_output_0.x = mad(vertex_input_1.x, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z); vertex_output_0.y = mad(vertex_input_1.y, vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w); vertex_output_1.x = 0.0f; vertex_output_1.y = 0.0f; vertex_output_1.z = 0.0f; vertex_output_2.x = vertex_input_4.x; vertex_output_2.y = vertex_input_4.y; vertex_output_2.z = vertex_input_4.z; vertex_output_2.w = vertex_input_4.w; float vertex_unnamed_97 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_112 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_127 = dot(float3(vertex_input_3.x, vertex_input_3.y, vertex_input_3.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_135 = rsqrt(max(dot(float3(vertex_unnamed_97, vertex_unnamed_112, vertex_unnamed_127), float3(vertex_unnamed_97, vertex_unnamed_112, vertex_unnamed_127)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_136 = vertex_unnamed_135 * vertex_unnamed_97; precise float vertex_unnamed_137 = vertex_unnamed_135 * vertex_unnamed_112; precise float vertex_unnamed_138 = vertex_unnamed_135 * vertex_unnamed_127; float vertex_unnamed_148 = clamp(dot(float3(vertex_unnamed_136, vertex_unnamed_137, vertex_unnamed_138), float3(vertex_uniform_buffer_0[5u].xyz)), 0.0f, 1.0f); vertex_output_5.x = vertex_unnamed_136; vertex_output_5.y = vertex_unnamed_137; vertex_output_5.z = vertex_unnamed_138; precise float vertex_unnamed_161 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_162 = vertex_uniform_buffer_0[6u].y * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_163 = vertex_uniform_buffer_0[6u].z * vertex_uniform_buffer_1[11u].z; precise float vertex_unnamed_164 = vertex_unnamed_148 * vertex_unnamed_161; precise float vertex_unnamed_165 = vertex_unnamed_148 * vertex_unnamed_162; precise float vertex_unnamed_166 = vertex_unnamed_148 * vertex_unnamed_163; vertex_output_3.x = vertex_unnamed_164; vertex_output_3.y = vertex_unnamed_165; vertex_output_3.z = vertex_unnamed_166; vertex_output_3.w = 0.0f; precise float vertex_unnamed_178 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_179 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_180 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_206 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_178)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_207 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_179)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_208 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_180)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_213 = (-0.0f) - vertex_uniform_buffer_2[20u].x; precise float vertex_unnamed_216 = (-0.0f) - vertex_uniform_buffer_2[20u].y; precise float vertex_unnamed_218 = (-0.0f) - vertex_uniform_buffer_2[20u].z; precise float vertex_unnamed_219 = vertex_unnamed_206 + vertex_unnamed_213; precise float vertex_unnamed_220 = vertex_unnamed_207 + vertex_unnamed_216; precise float vertex_unnamed_221 = vertex_unnamed_208 + vertex_unnamed_218; precise float vertex_unnamed_229 = (-0.0f) - vertex_uniform_buffer_2[21u].x; precise float vertex_unnamed_231 = (-0.0f) - vertex_uniform_buffer_2[21u].y; precise float vertex_unnamed_233 = (-0.0f) - vertex_uniform_buffer_2[21u].z; precise float vertex_unnamed_234 = vertex_unnamed_206 + vertex_unnamed_229; precise float vertex_unnamed_235 = vertex_unnamed_207 + vertex_unnamed_231; precise float vertex_unnamed_236 = vertex_unnamed_208 + vertex_unnamed_233; precise float vertex_unnamed_244 = (-0.0f) - vertex_uniform_buffer_2[22u].x; precise float vertex_unnamed_246 = (-0.0f) - vertex_uniform_buffer_2[22u].y; precise float vertex_unnamed_248 = (-0.0f) - vertex_uniform_buffer_2[22u].z; precise float vertex_unnamed_249 = vertex_unnamed_206 + vertex_unnamed_244; precise float vertex_unnamed_250 = vertex_unnamed_207 + vertex_unnamed_246; precise float vertex_unnamed_251 = vertex_unnamed_208 + vertex_unnamed_248; precise float vertex_unnamed_259 = (-0.0f) - vertex_uniform_buffer_2[23u].x; precise float vertex_unnamed_261 = (-0.0f) - vertex_uniform_buffer_2[23u].y; precise float vertex_unnamed_263 = (-0.0f) - vertex_uniform_buffer_2[23u].z; precise float vertex_unnamed_264 = vertex_unnamed_206 + vertex_unnamed_259; precise float vertex_unnamed_265 = vertex_unnamed_207 + vertex_unnamed_261; precise float vertex_unnamed_266 = vertex_unnamed_208 + vertex_unnamed_263; bool vertex_unnamed_278 = dot(float3(vertex_unnamed_219, vertex_unnamed_220, vertex_unnamed_221), float3(vertex_unnamed_219, vertex_unnamed_220, vertex_unnamed_221)) < vertex_uniform_buffer_2[24u].x; bool vertex_unnamed_279 = dot(float3(vertex_unnamed_234, vertex_unnamed_235, vertex_unnamed_236), float3(vertex_unnamed_234, vertex_unnamed_235, vertex_unnamed_236)) < vertex_uniform_buffer_2[24u].y; bool vertex_unnamed_280 = dot(float3(vertex_unnamed_249, vertex_unnamed_250, vertex_unnamed_251), float3(vertex_unnamed_249, vertex_unnamed_250, vertex_unnamed_251)) < vertex_uniform_buffer_2[24u].z; precise float vertex_unnamed_304 = asfloat(vertex_unnamed_278 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_279 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_305 = asfloat(vertex_unnamed_279 ? 3212836864u : 2147483648u) + asfloat((vertex_unnamed_280 ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_306 = asfloat(vertex_unnamed_280 ? 3212836864u : 2147483648u) + asfloat(((dot(float3(vertex_unnamed_264, vertex_unnamed_265, vertex_unnamed_266), float3(vertex_unnamed_264, vertex_unnamed_265, vertex_unnamed_266)) < vertex_uniform_buffer_2[24u].w) ? 4294967295u : 0u) & 1065353216u); precise float vertex_unnamed_316 = (-0.0f) - dot(float4(asfloat((vertex_unnamed_278 ? 4294967295u : 0u) & 1065353216u), max(vertex_unnamed_304, 0.0f), max(vertex_unnamed_305, 0.0f), max(vertex_unnamed_306, 0.0f)), float4(4.0f, 3.0f, 2.0f, 1.0f)); precise float vertex_unnamed_317 = vertex_unnamed_316 + 4.0f; uint vertex_unnamed_319 = uint(vertex_unnamed_317) << 2u; uint vertex_unnamed_320 = vertex_unnamed_319 + 1u; precise float vertex_unnamed_326 = vertex_unnamed_207 * vertex_uniform_buffer_2[vertex_unnamed_320].x; precise float vertex_unnamed_327 = vertex_unnamed_207 * vertex_uniform_buffer_2[vertex_unnamed_320].y; precise float vertex_unnamed_328 = vertex_unnamed_207 * vertex_uniform_buffer_2[vertex_unnamed_320].z; uint vertex_unnamed_337 = vertex_unnamed_319 + 2u; uint vertex_unnamed_346 = vertex_unnamed_319 + 3u; precise float vertex_unnamed_352 = mad(vertex_uniform_buffer_2[vertex_unnamed_337].x, vertex_unnamed_208, mad(vertex_uniform_buffer_2[vertex_unnamed_319].x, vertex_unnamed_206, vertex_unnamed_326)) + vertex_uniform_buffer_2[vertex_unnamed_346].x; precise float vertex_unnamed_353 = mad(vertex_uniform_buffer_2[vertex_unnamed_337].y, vertex_unnamed_208, mad(vertex_uniform_buffer_2[vertex_unnamed_319].y, vertex_unnamed_206, vertex_unnamed_327)) + vertex_uniform_buffer_2[vertex_unnamed_346].y; precise float vertex_unnamed_354 = mad(vertex_uniform_buffer_2[vertex_unnamed_337].z, vertex_unnamed_208, mad(vertex_uniform_buffer_2[vertex_unnamed_319].z, vertex_unnamed_206, vertex_unnamed_328)) + vertex_uniform_buffer_2[vertex_unnamed_346].z; vertex_output_4.x = vertex_unnamed_352; vertex_output_4.y = vertex_unnamed_353; vertex_output_4.z = vertex_unnamed_354; vertex_output_4.w = 0.0f; vertex_output_6.x = vertex_unnamed_206; vertex_output_6.y = vertex_unnamed_207; vertex_output_6.z = vertex_unnamed_208; precise float vertex_unnamed_369 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_370 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_371 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_372 = vertex_unnamed_207 * vertex_uniform_buffer_0[80u].w; precise float vertex_unnamed_402 = mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_206, vertex_unnamed_369)) + vertex_uniform_buffer_0[82u].x; precise float vertex_unnamed_403 = mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_206, vertex_unnamed_370)) + vertex_uniform_buffer_0[82u].y; precise float vertex_unnamed_404 = mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_206, vertex_unnamed_371)) + vertex_uniform_buffer_0[82u].z; precise float vertex_unnamed_405 = mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_208, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_206, vertex_unnamed_372)) + vertex_uniform_buffer_0[82u].w; gl_Position.x = vertex_unnamed_402; gl_Position.y = vertex_unnamed_403; gl_Position.z = vertex_unnamed_404; gl_Position.w = vertex_unnamed_405; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_0[131] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[11] = float4(unity_LightData[0], unity_LightData[1], unity_LightData[2], unity_LightData[3]); vertex_uniform_buffer_2[20] = float4(_CascadeShadowSplitSpheres0[0], _CascadeShadowSplitSpheres0[1], _CascadeShadowSplitSpheres0[2], _CascadeShadowSplitSpheres0[3]); vertex_uniform_buffer_2[21] = float4(_CascadeShadowSplitSpheres1[0], _CascadeShadowSplitSpheres1[1], _CascadeShadowSplitSpheres1[2], _CascadeShadowSplitSpheres1[3]); vertex_uniform_buffer_2[22] = float4(_CascadeShadowSplitSpheres2[0], _CascadeShadowSplitSpheres2[1], _CascadeShadowSplitSpheres2[2], _CascadeShadowSplitSpheres2[3]); vertex_uniform_buffer_2[23] = float4(_CascadeShadowSplitSpheres3[0], _CascadeShadowSplitSpheres3[1], _CascadeShadowSplitSpheres3[2], _CascadeShadowSplitSpheres3[3]); vertex_uniform_buffer_2[24] = float4(_CascadeShadowSplitSphereRadii[0], _CascadeShadowSplitSphereRadii[1], _CascadeShadowSplitSphereRadii[2], _CascadeShadowSplitSphereRadii[3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef _MAIN_LIGHT_SHADOWS #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_83 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_83; float fragment_unnamed_91 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_88); precise float fragment_unnamed_104 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_105 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_106 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_107 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_154 = asfloat(1065353216u); precise float fragment_unnamed_185 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_186 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_187 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_204 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_205 = fragment_unnamed_204 + 1.0f; float fragment_unnamed_224 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_205))); float4 fragment_unnamed_244 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_255 = fragment_unnamed_244.x * fragment_input_2.x; precise float fragment_unnamed_256 = fragment_unnamed_244.y * fragment_input_2.y; precise float fragment_unnamed_257 = fragment_unnamed_244.z * fragment_input_2.z; precise float fragment_unnamed_258 = mad(fragment_input_3.x, fragment_unnamed_224, fragment_unnamed_185) * fragment_unnamed_255; precise float fragment_unnamed_259 = mad(fragment_input_3.y, fragment_unnamed_224, fragment_unnamed_186) * fragment_unnamed_256; precise float fragment_unnamed_260 = mad(fragment_input_3.z, fragment_unnamed_224, fragment_unnamed_187) * fragment_unnamed_257; fragment_output_3.x = fragment_unnamed_258; fragment_output_3.y = fragment_unnamed_259; fragment_output_3.z = fragment_unnamed_260; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_86 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_86; float fragment_unnamed_94 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_91); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_157 = asfloat(1065353216u); precise float fragment_unnamed_188 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_189 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_190 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_207 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_208 = fragment_unnamed_207 + 1.0f; float fragment_unnamed_227 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_208))); float4 fragment_unnamed_247 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_258 = fragment_unnamed_247.x * fragment_input_2.x; precise float fragment_unnamed_259 = fragment_unnamed_247.y * fragment_input_2.y; precise float fragment_unnamed_260 = fragment_unnamed_247.z * fragment_input_2.z; precise float fragment_unnamed_261 = mad(fragment_input_3.x, fragment_unnamed_227, fragment_unnamed_188) * fragment_unnamed_258; precise float fragment_unnamed_262 = mad(fragment_input_3.y, fragment_unnamed_227, fragment_unnamed_189) * fragment_unnamed_259; precise float fragment_unnamed_263 = mad(fragment_input_3.z, fragment_unnamed_227, fragment_unnamed_190) * fragment_unnamed_260; fragment_output_3.x = fragment_unnamed_261; fragment_output_3.y = fragment_unnamed_262; fragment_output_3.z = fragment_unnamed_263; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef _MAIN_LIGHT_SHADOWS #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_83 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_83; float fragment_unnamed_91 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_88); precise float fragment_unnamed_104 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_105 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_106 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_107 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_154 = asfloat(1065353216u); precise float fragment_unnamed_185 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_186 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_187 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_204 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_205 = fragment_unnamed_204 + 1.0f; float fragment_unnamed_224 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_205))); float4 fragment_unnamed_244 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_255 = fragment_unnamed_244.x * fragment_input_2.x; precise float fragment_unnamed_256 = fragment_unnamed_244.y * fragment_input_2.y; precise float fragment_unnamed_257 = fragment_unnamed_244.z * fragment_input_2.z; precise float fragment_unnamed_258 = mad(fragment_input_3.x, fragment_unnamed_224, fragment_unnamed_185) * fragment_unnamed_255; precise float fragment_unnamed_259 = mad(fragment_input_3.y, fragment_unnamed_224, fragment_unnamed_186) * fragment_unnamed_256; precise float fragment_unnamed_260 = mad(fragment_input_3.z, fragment_unnamed_224, fragment_unnamed_187) * fragment_unnamed_257; fragment_output_3.x = fragment_unnamed_258; fragment_output_3.y = fragment_unnamed_259; fragment_output_3.z = fragment_unnamed_260; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_86 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_86; float fragment_unnamed_94 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_91); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_157 = asfloat(1065353216u); precise float fragment_unnamed_188 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_189 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_190 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_207 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_208 = fragment_unnamed_207 + 1.0f; float fragment_unnamed_227 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_208))); float4 fragment_unnamed_247 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_258 = fragment_unnamed_247.x * fragment_input_2.x; precise float fragment_unnamed_259 = fragment_unnamed_247.y * fragment_input_2.y; precise float fragment_unnamed_260 = fragment_unnamed_247.z * fragment_input_2.z; precise float fragment_unnamed_261 = mad(fragment_input_3.x, fragment_unnamed_227, fragment_unnamed_188) * fragment_unnamed_258; precise float fragment_unnamed_262 = mad(fragment_input_3.y, fragment_unnamed_227, fragment_unnamed_189) * fragment_unnamed_259; precise float fragment_unnamed_263 = mad(fragment_input_3.z, fragment_unnamed_227, fragment_unnamed_190) * fragment_unnamed_260; fragment_output_3.x = fragment_unnamed_261; fragment_output_3.y = fragment_unnamed_262; fragment_output_3.z = fragment_unnamed_263; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifdef _SHADOWS_SOFT #ifndef _MAIN_LIGHT_SHADOWS #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_66 = asfloat(1065353216u); precise float fragment_unnamed_110 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_111 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_112 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_113 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_148 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_148; float fragment_unnamed_156 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_153); precise float fragment_unnamed_166 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_167 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_168 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); float fragment_unnamed_257; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_258; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_204 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_205 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_206 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_207 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_232 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_233 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_234 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_235 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_258 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_204, fragment_unnamed_205), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_206, fragment_unnamed_207), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_232, fragment_unnamed_233), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_342; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_354 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_355 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_354; precise float fragment_unnamed_365 = (-0.0f) - fragment_unnamed_355; float fragment_unnamed_366 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_364); float fragment_unnamed_367 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_365); precise float fragment_unnamed_368 = fragment_unnamed_366 + 0.5f; precise float fragment_unnamed_369 = fragment_unnamed_366 + 1.0f; precise float fragment_unnamed_370 = fragment_unnamed_367 + 0.5f; precise float fragment_unnamed_371 = fragment_unnamed_367 + 1.0f; precise float fragment_unnamed_372 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_373 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_374 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_375 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_376 = fragment_unnamed_373 * 0.07999999821186065673828125f; precise float fragment_unnamed_378 = fragment_unnamed_375 * 0.07999999821186065673828125f; precise float fragment_unnamed_379 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_383 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_384 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_385 = fragment_unnamed_383 + 1.0f; precise float fragment_unnamed_386 = fragment_unnamed_384 + 1.0f; float fragment_unnamed_387 = min(fragment_unnamed_366, 0.0f); float fragment_unnamed_388 = min(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_389 = (-0.0f) - fragment_unnamed_387; precise float fragment_unnamed_390 = (-0.0f) - fragment_unnamed_388; float fragment_unnamed_393 = max(fragment_unnamed_366, 0.0f); float fragment_unnamed_394 = max(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_395 = (-0.0f) - fragment_unnamed_393; precise float fragment_unnamed_396 = (-0.0f) - fragment_unnamed_394; precise float fragment_unnamed_399 = mad(fragment_unnamed_389, fragment_unnamed_387, fragment_unnamed_385) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_390, fragment_unnamed_388, fragment_unnamed_386) + 1.0f; precise float fragment_unnamed_401 = mad(fragment_unnamed_395, fragment_unnamed_393, fragment_unnamed_369) + 1.0f; precise float fragment_unnamed_402 = mad(fragment_unnamed_396, fragment_unnamed_394, fragment_unnamed_371) + 1.0f; precise float fragment_unnamed_403 = mad(fragment_unnamed_372, 0.5f, fragment_unnamed_379) * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = mad(fragment_unnamed_374, 0.5f, fragment_unnamed_380) * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_385 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_386 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_400 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_401 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_402 * 0.1599999964237213134765625f; precise float fragment_unnamed_412 = fragment_unnamed_369 * 0.1599999964237213134765625f; precise float fragment_unnamed_413 = fragment_unnamed_371 * 0.1599999964237213134765625f; precise float fragment_unnamed_414 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_415 = fragment_unnamed_376 + fragment_unnamed_412; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_403; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_418 = fragment_unnamed_405 + fragment_unnamed_407; precise float fragment_unnamed_419 = fragment_unnamed_409 + fragment_unnamed_411; precise float fragment_unnamed_420 = fragment_unnamed_413 + fragment_unnamed_378; precise float fragment_unnamed_421 = fragment_unnamed_406 / fragment_unnamed_416; precise float fragment_unnamed_422 = fragment_unnamed_410 / fragment_unnamed_417; precise float fragment_unnamed_423 = fragment_unnamed_376 / fragment_unnamed_415; precise float fragment_unnamed_424 = fragment_unnamed_421 + (-2.5f); precise float fragment_unnamed_426 = fragment_unnamed_422 + (-0.5f); precise float fragment_unnamed_428 = fragment_unnamed_423 + 1.5f; precise float fragment_unnamed_430 = fragment_unnamed_407 / fragment_unnamed_418; precise float fragment_unnamed_431 = fragment_unnamed_411 / fragment_unnamed_419; precise float fragment_unnamed_432 = fragment_unnamed_378 / fragment_unnamed_420; precise float fragment_unnamed_433 = fragment_unnamed_430 + (-2.5f); precise float fragment_unnamed_434 = fragment_unnamed_431 + (-0.5f); precise float fragment_unnamed_435 = fragment_unnamed_432 + 1.5f; precise float fragment_unnamed_439 = fragment_unnamed_426 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_440 = fragment_unnamed_424 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_441 = fragment_unnamed_428 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_445 = fragment_unnamed_433 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_446 = fragment_unnamed_434 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_447 = fragment_unnamed_435 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_486 = fragment_unnamed_418 * fragment_unnamed_416; precise float fragment_unnamed_487 = fragment_unnamed_418 * fragment_unnamed_417; precise float fragment_unnamed_488 = fragment_unnamed_418 * fragment_unnamed_415; precise float fragment_unnamed_489 = fragment_unnamed_419 * fragment_unnamed_416; precise float fragment_unnamed_490 = fragment_unnamed_419 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_419 * fragment_unnamed_415; precise float fragment_unnamed_492 = fragment_unnamed_420 * fragment_unnamed_416; precise float fragment_unnamed_493 = fragment_unnamed_420 * fragment_unnamed_417; precise float fragment_unnamed_494 = fragment_unnamed_420 * fragment_unnamed_415; precise float fragment_unnamed_508 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x * fragment_unnamed_487; float fragment_unnamed_544 = mad(fragment_unnamed_492, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, fragment_unnamed_508)))))); fragment_unnamed_342 = mad(fragment_unnamed_494, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_493, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, fragment_unnamed_544)); } else { float fragment_unnamed_569 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_570 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_579 = (-0.0f) - fragment_unnamed_569; precise float fragment_unnamed_580 = (-0.0f) - fragment_unnamed_570; float fragment_unnamed_581 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_579); float fragment_unnamed_582 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_580); precise float fragment_unnamed_583 = fragment_unnamed_581 + 0.5f; precise float fragment_unnamed_584 = fragment_unnamed_581 + 1.0f; precise float fragment_unnamed_585 = fragment_unnamed_582 + 0.5f; precise float fragment_unnamed_586 = fragment_unnamed_582 + 1.0f; precise float fragment_unnamed_587 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_588 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_589 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_590 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_591 = fragment_unnamed_588 * 0.040816001594066619873046875f; precise float fragment_unnamed_593 = fragment_unnamed_590 * 0.040816001594066619873046875f; precise float fragment_unnamed_594 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_598 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_599 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_600 = fragment_unnamed_598 + 1.0f; precise float fragment_unnamed_601 = fragment_unnamed_599 + 1.0f; float fragment_unnamed_602 = min(fragment_unnamed_581, 0.0f); float fragment_unnamed_603 = min(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_604 = (-0.0f) - fragment_unnamed_602; precise float fragment_unnamed_605 = (-0.0f) - fragment_unnamed_603; float fragment_unnamed_608 = max(fragment_unnamed_581, 0.0f); float fragment_unnamed_609 = max(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_610 = (-0.0f) - fragment_unnamed_608; precise float fragment_unnamed_611 = (-0.0f) - fragment_unnamed_609; precise float fragment_unnamed_614 = mad(fragment_unnamed_604, fragment_unnamed_602, fragment_unnamed_600) + 2.0f; precise float fragment_unnamed_615 = mad(fragment_unnamed_605, fragment_unnamed_603, fragment_unnamed_601) + 2.0f; precise float fragment_unnamed_616 = mad(fragment_unnamed_610, fragment_unnamed_608, fragment_unnamed_584) + 2.0f; precise float fragment_unnamed_617 = mad(fragment_unnamed_611, fragment_unnamed_609, fragment_unnamed_586) + 2.0f; precise float fragment_unnamed_618 = fragment_unnamed_616 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = mad(fragment_unnamed_589, 0.5f, fragment_unnamed_595) * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = mad(fragment_unnamed_587, 0.5f, fragment_unnamed_594) * 0.08163200318813323974609375f; precise float fragment_unnamed_622 = fragment_unnamed_617 * 0.08163200318813323974609375f; precise float fragment_unnamed_623 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_624 = fragment_unnamed_615 * 0.08163200318813323974609375f; float fragment_unnamed_629 = mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_630 = mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_631 = fragment_unnamed_629 + fragment_unnamed_621; precise float fragment_unnamed_632 = fragment_unnamed_623 + mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_633 = fragment_unnamed_630 + fragment_unnamed_618; precise float fragment_unnamed_634 = fragment_unnamed_591 + mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_637 = mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_638 = mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_639 = fragment_unnamed_637 + fragment_unnamed_620; precise float fragment_unnamed_640 = fragment_unnamed_624 + mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_641 = fragment_unnamed_638 + fragment_unnamed_622; precise float fragment_unnamed_642 = fragment_unnamed_593 + mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_643 = fragment_unnamed_629 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_623 / fragment_unnamed_632; precise float fragment_unnamed_645 = fragment_unnamed_630 / fragment_unnamed_633; precise float fragment_unnamed_646 = fragment_unnamed_591 / fragment_unnamed_634; precise float fragment_unnamed_647 = fragment_unnamed_643 + (-3.5f); precise float fragment_unnamed_649 = fragment_unnamed_644 + (-1.5f); precise float fragment_unnamed_651 = fragment_unnamed_645 + 0.5f; precise float fragment_unnamed_652 = fragment_unnamed_646 + 2.5f; precise float fragment_unnamed_654 = fragment_unnamed_637 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_624 / fragment_unnamed_640; precise float fragment_unnamed_656 = fragment_unnamed_638 / fragment_unnamed_641; precise float fragment_unnamed_657 = fragment_unnamed_593 / fragment_unnamed_642; precise float fragment_unnamed_658 = fragment_unnamed_654 + (-3.5f); precise float fragment_unnamed_659 = fragment_unnamed_655 + (-1.5f); precise float fragment_unnamed_660 = fragment_unnamed_656 + 0.5f; precise float fragment_unnamed_661 = fragment_unnamed_657 + 2.5f; precise float fragment_unnamed_665 = fragment_unnamed_652 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_666 = fragment_unnamed_647 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_667 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_668 = fragment_unnamed_651 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_672 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_673 = fragment_unnamed_661 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_674 = fragment_unnamed_659 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_675 = fragment_unnamed_660 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_752 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_639 * fragment_unnamed_632; precise float fragment_unnamed_754 = fragment_unnamed_639 * fragment_unnamed_633; precise float fragment_unnamed_755 = fragment_unnamed_639 * fragment_unnamed_634; precise float fragment_unnamed_756 = fragment_unnamed_640 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_640 * fragment_unnamed_632; precise float fragment_unnamed_758 = fragment_unnamed_640 * fragment_unnamed_633; precise float fragment_unnamed_759 = fragment_unnamed_640 * fragment_unnamed_634; precise float fragment_unnamed_760 = fragment_unnamed_641 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_641 * fragment_unnamed_632; precise float fragment_unnamed_762 = fragment_unnamed_641 * fragment_unnamed_633; precise float fragment_unnamed_763 = fragment_unnamed_641 * fragment_unnamed_634; precise float fragment_unnamed_764 = fragment_unnamed_642 * fragment_unnamed_631; precise float fragment_unnamed_765 = fragment_unnamed_642 * fragment_unnamed_632; precise float fragment_unnamed_766 = fragment_unnamed_642 * fragment_unnamed_633; precise float fragment_unnamed_767 = fragment_unnamed_642 * fragment_unnamed_634; precise float fragment_unnamed_781 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x * fragment_unnamed_753; float fragment_unnamed_817 = mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, fragment_unnamed_781)))))); float fragment_unnamed_859 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, fragment_unnamed_817)))))); fragment_unnamed_342 = mad(fragment_unnamed_767, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_766, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_765, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, fragment_unnamed_859))); } fragment_unnamed_258 = fragment_unnamed_342; } fragment_unnamed_257 = fragment_unnamed_258; } else { fragment_unnamed_257 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_262 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_263 = fragment_unnamed_262 + 1.0f; float fragment_unnamed_281 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_257, fragment_uniform_buffer_2[27u].x, fragment_unnamed_263))); float4 fragment_unnamed_301 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_312 = fragment_unnamed_301.x * fragment_input_2.x; precise float fragment_unnamed_313 = fragment_unnamed_301.y * fragment_input_2.y; precise float fragment_unnamed_314 = fragment_unnamed_301.z * fragment_input_2.z; precise float fragment_unnamed_315 = mad(fragment_input_3.x, fragment_unnamed_281, fragment_unnamed_166) * fragment_unnamed_312; precise float fragment_unnamed_316 = mad(fragment_input_3.y, fragment_unnamed_281, fragment_unnamed_167) * fragment_unnamed_313; precise float fragment_unnamed_317 = mad(fragment_input_3.z, fragment_unnamed_281, fragment_unnamed_168) * fragment_unnamed_314; fragment_output_3.x = fragment_unnamed_315; fragment_output_3.y = fragment_unnamed_316; fragment_output_3.z = fragment_unnamed_317; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // _SHADOWS_SOFT #endif // !_MAIN_LIGHT_SHADOWS #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_63 = asfloat(1065353216u); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_145 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_150 = (-0.0f) - fragment_unnamed_145; float fragment_unnamed_153 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_150); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); float fragment_unnamed_254; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_255; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_201 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_202 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_203 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_204 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_229 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_230 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_231 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_232 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_255 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_201, fragment_unnamed_202), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_203, fragment_unnamed_204), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_229, fragment_unnamed_230), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_339; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_351 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_352 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_361 = (-0.0f) - fragment_unnamed_351; precise float fragment_unnamed_362 = (-0.0f) - fragment_unnamed_352; float fragment_unnamed_363 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_361); float fragment_unnamed_364 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_362); precise float fragment_unnamed_365 = fragment_unnamed_363 + 0.5f; precise float fragment_unnamed_366 = fragment_unnamed_363 + 1.0f; precise float fragment_unnamed_367 = fragment_unnamed_364 + 0.5f; precise float fragment_unnamed_368 = fragment_unnamed_364 + 1.0f; precise float fragment_unnamed_369 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_370 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_371 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_372 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_373 = fragment_unnamed_370 * 0.07999999821186065673828125f; precise float fragment_unnamed_375 = fragment_unnamed_372 * 0.07999999821186065673828125f; precise float fragment_unnamed_376 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_377 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_381 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_382 = fragment_unnamed_380 + 1.0f; precise float fragment_unnamed_383 = fragment_unnamed_381 + 1.0f; float fragment_unnamed_384 = min(fragment_unnamed_363, 0.0f); float fragment_unnamed_385 = min(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_386 = (-0.0f) - fragment_unnamed_384; precise float fragment_unnamed_387 = (-0.0f) - fragment_unnamed_385; float fragment_unnamed_390 = max(fragment_unnamed_363, 0.0f); float fragment_unnamed_391 = max(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_392 = (-0.0f) - fragment_unnamed_390; precise float fragment_unnamed_393 = (-0.0f) - fragment_unnamed_391; precise float fragment_unnamed_396 = mad(fragment_unnamed_386, fragment_unnamed_384, fragment_unnamed_382) + 1.0f; precise float fragment_unnamed_397 = mad(fragment_unnamed_387, fragment_unnamed_385, fragment_unnamed_383) + 1.0f; precise float fragment_unnamed_398 = mad(fragment_unnamed_392, fragment_unnamed_390, fragment_unnamed_366) + 1.0f; precise float fragment_unnamed_399 = mad(fragment_unnamed_393, fragment_unnamed_391, fragment_unnamed_368) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_369, 0.5f, fragment_unnamed_376) * 0.1599999964237213134765625f; precise float fragment_unnamed_402 = mad(fragment_unnamed_371, 0.5f, fragment_unnamed_377) * 0.1599999964237213134765625f; precise float fragment_unnamed_403 = fragment_unnamed_382 * 0.1599999964237213134765625f; precise float fragment_unnamed_404 = fragment_unnamed_383 * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = fragment_unnamed_396 * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_397 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_398 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_366 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_368 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_412 = fragment_unnamed_373 + fragment_unnamed_409; precise float fragment_unnamed_413 = fragment_unnamed_403 + fragment_unnamed_400; precise float fragment_unnamed_414 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_415 = fragment_unnamed_402 + fragment_unnamed_404; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_408; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_375; precise float fragment_unnamed_418 = fragment_unnamed_403 / fragment_unnamed_413; precise float fragment_unnamed_419 = fragment_unnamed_407 / fragment_unnamed_414; precise float fragment_unnamed_420 = fragment_unnamed_373 / fragment_unnamed_412; precise float fragment_unnamed_421 = fragment_unnamed_418 + (-2.5f); precise float fragment_unnamed_423 = fragment_unnamed_419 + (-0.5f); precise float fragment_unnamed_425 = fragment_unnamed_420 + 1.5f; precise float fragment_unnamed_427 = fragment_unnamed_404 / fragment_unnamed_415; precise float fragment_unnamed_428 = fragment_unnamed_408 / fragment_unnamed_416; precise float fragment_unnamed_429 = fragment_unnamed_375 / fragment_unnamed_417; precise float fragment_unnamed_430 = fragment_unnamed_427 + (-2.5f); precise float fragment_unnamed_431 = fragment_unnamed_428 + (-0.5f); precise float fragment_unnamed_432 = fragment_unnamed_429 + 1.5f; precise float fragment_unnamed_436 = fragment_unnamed_423 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_437 = fragment_unnamed_421 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_438 = fragment_unnamed_425 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_442 = fragment_unnamed_430 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_443 = fragment_unnamed_431 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_444 = fragment_unnamed_432 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_483 = fragment_unnamed_415 * fragment_unnamed_413; precise float fragment_unnamed_484 = fragment_unnamed_415 * fragment_unnamed_414; precise float fragment_unnamed_485 = fragment_unnamed_415 * fragment_unnamed_412; precise float fragment_unnamed_486 = fragment_unnamed_416 * fragment_unnamed_413; precise float fragment_unnamed_487 = fragment_unnamed_416 * fragment_unnamed_411; precise float fragment_unnamed_488 = fragment_unnamed_416 * fragment_unnamed_412; precise float fragment_unnamed_489 = fragment_unnamed_417 * fragment_unnamed_413; precise float fragment_unnamed_490 = fragment_unnamed_417 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_417 * fragment_unnamed_412; precise float fragment_unnamed_505 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x * fragment_unnamed_484; float fragment_unnamed_541 = mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_487, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_485, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_483, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, fragment_unnamed_505)))))); fragment_unnamed_339 = mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, fragment_unnamed_541)); } else { float fragment_unnamed_566 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_567 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_566; precise float fragment_unnamed_577 = (-0.0f) - fragment_unnamed_567; float fragment_unnamed_578 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_576); float fragment_unnamed_579 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_577); precise float fragment_unnamed_580 = fragment_unnamed_578 + 0.5f; precise float fragment_unnamed_581 = fragment_unnamed_578 + 1.0f; precise float fragment_unnamed_582 = fragment_unnamed_579 + 0.5f; precise float fragment_unnamed_583 = fragment_unnamed_579 + 1.0f; precise float fragment_unnamed_584 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_585 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_586 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_587 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_588 = fragment_unnamed_585 * 0.040816001594066619873046875f; precise float fragment_unnamed_590 = fragment_unnamed_587 * 0.040816001594066619873046875f; precise float fragment_unnamed_591 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_592 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_596 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_597 = fragment_unnamed_595 + 1.0f; precise float fragment_unnamed_598 = fragment_unnamed_596 + 1.0f; float fragment_unnamed_599 = min(fragment_unnamed_578, 0.0f); float fragment_unnamed_600 = min(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_601 = (-0.0f) - fragment_unnamed_599; precise float fragment_unnamed_602 = (-0.0f) - fragment_unnamed_600; float fragment_unnamed_605 = max(fragment_unnamed_578, 0.0f); float fragment_unnamed_606 = max(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_607 = (-0.0f) - fragment_unnamed_605; precise float fragment_unnamed_608 = (-0.0f) - fragment_unnamed_606; precise float fragment_unnamed_611 = mad(fragment_unnamed_601, fragment_unnamed_599, fragment_unnamed_597) + 2.0f; precise float fragment_unnamed_612 = mad(fragment_unnamed_602, fragment_unnamed_600, fragment_unnamed_598) + 2.0f; precise float fragment_unnamed_613 = mad(fragment_unnamed_607, fragment_unnamed_605, fragment_unnamed_581) + 2.0f; precise float fragment_unnamed_614 = mad(fragment_unnamed_608, fragment_unnamed_606, fragment_unnamed_583) + 2.0f; precise float fragment_unnamed_615 = fragment_unnamed_613 * 0.08163200318813323974609375f; precise float fragment_unnamed_617 = mad(fragment_unnamed_586, 0.5f, fragment_unnamed_592) * 0.08163200318813323974609375f; precise float fragment_unnamed_618 = mad(fragment_unnamed_584, 0.5f, fragment_unnamed_591) * 0.08163200318813323974609375f; precise float fragment_unnamed_619 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = fragment_unnamed_611 * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = fragment_unnamed_612 * 0.08163200318813323974609375f; float fragment_unnamed_626 = mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_627 = mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_628 = fragment_unnamed_626 + fragment_unnamed_618; precise float fragment_unnamed_629 = fragment_unnamed_620 + mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_630 = fragment_unnamed_627 + fragment_unnamed_615; precise float fragment_unnamed_631 = fragment_unnamed_588 + mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_634 = mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_635 = mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_636 = fragment_unnamed_634 + fragment_unnamed_617; precise float fragment_unnamed_637 = fragment_unnamed_621 + mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_638 = fragment_unnamed_635 + fragment_unnamed_619; precise float fragment_unnamed_639 = fragment_unnamed_590 + mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_640 = fragment_unnamed_626 / fragment_unnamed_628; precise float fragment_unnamed_641 = fragment_unnamed_620 / fragment_unnamed_629; precise float fragment_unnamed_642 = fragment_unnamed_627 / fragment_unnamed_630; precise float fragment_unnamed_643 = fragment_unnamed_588 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_640 + (-3.5f); precise float fragment_unnamed_646 = fragment_unnamed_641 + (-1.5f); precise float fragment_unnamed_648 = fragment_unnamed_642 + 0.5f; precise float fragment_unnamed_649 = fragment_unnamed_643 + 2.5f; precise float fragment_unnamed_651 = fragment_unnamed_634 / fragment_unnamed_636; precise float fragment_unnamed_652 = fragment_unnamed_621 / fragment_unnamed_637; precise float fragment_unnamed_653 = fragment_unnamed_635 / fragment_unnamed_638; precise float fragment_unnamed_654 = fragment_unnamed_590 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_651 + (-3.5f); precise float fragment_unnamed_656 = fragment_unnamed_652 + (-1.5f); precise float fragment_unnamed_657 = fragment_unnamed_653 + 0.5f; precise float fragment_unnamed_658 = fragment_unnamed_654 + 2.5f; precise float fragment_unnamed_662 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_663 = fragment_unnamed_644 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_664 = fragment_unnamed_646 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_665 = fragment_unnamed_648 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_669 = fragment_unnamed_655 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_670 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_671 = fragment_unnamed_656 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_672 = fragment_unnamed_657 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_749 = fragment_unnamed_636 * fragment_unnamed_628; precise float fragment_unnamed_750 = fragment_unnamed_636 * fragment_unnamed_629; precise float fragment_unnamed_751 = fragment_unnamed_636 * fragment_unnamed_630; precise float fragment_unnamed_752 = fragment_unnamed_636 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_637 * fragment_unnamed_628; precise float fragment_unnamed_754 = fragment_unnamed_637 * fragment_unnamed_629; precise float fragment_unnamed_755 = fragment_unnamed_637 * fragment_unnamed_630; precise float fragment_unnamed_756 = fragment_unnamed_637 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_638 * fragment_unnamed_628; precise float fragment_unnamed_758 = fragment_unnamed_638 * fragment_unnamed_629; precise float fragment_unnamed_759 = fragment_unnamed_638 * fragment_unnamed_630; precise float fragment_unnamed_760 = fragment_unnamed_638 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_639 * fragment_unnamed_628; precise float fragment_unnamed_762 = fragment_unnamed_639 * fragment_unnamed_629; precise float fragment_unnamed_763 = fragment_unnamed_639 * fragment_unnamed_630; precise float fragment_unnamed_764 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_778 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x * fragment_unnamed_750; float fragment_unnamed_814 = mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_753, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_751, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_749, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, fragment_unnamed_778)))))); float fragment_unnamed_856 = mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, fragment_unnamed_814)))))); fragment_unnamed_339 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, fragment_unnamed_856))); } fragment_unnamed_255 = fragment_unnamed_339; } fragment_unnamed_254 = fragment_unnamed_255; } else { fragment_unnamed_254 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_259 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_260 = fragment_unnamed_259 + 1.0f; float fragment_unnamed_278 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_254, fragment_uniform_buffer_2[27u].x, fragment_unnamed_260))); float4 fragment_unnamed_298 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_309 = fragment_unnamed_298.x * fragment_input_2.x; precise float fragment_unnamed_310 = fragment_unnamed_298.y * fragment_input_2.y; precise float fragment_unnamed_311 = fragment_unnamed_298.z * fragment_input_2.z; precise float fragment_unnamed_312 = mad(fragment_input_3.x, fragment_unnamed_278, fragment_unnamed_163) * fragment_unnamed_309; precise float fragment_unnamed_313 = mad(fragment_input_3.y, fragment_unnamed_278, fragment_unnamed_164) * fragment_unnamed_310; precise float fragment_unnamed_314 = mad(fragment_input_3.z, fragment_unnamed_278, fragment_unnamed_165) * fragment_unnamed_311; fragment_output_3.x = fragment_unnamed_312; fragment_output_3.y = fragment_unnamed_313; fragment_output_3.z = fragment_unnamed_314; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _SHADOWS_SOFT #ifndef _MAIN_LIGHT_SHADOWS #ifndef _MIXED_LIGHTING_SUBTRACTIVE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_66 = asfloat(1065353216u); precise float fragment_unnamed_110 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_111 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_112 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_113 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_148 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_148; float fragment_unnamed_156 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_153); precise float fragment_unnamed_166 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_167 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_168 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); float fragment_unnamed_257; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_258; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_204 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_205 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_206 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_207 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_232 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_233 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_234 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_235 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_258 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_204, fragment_unnamed_205), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_206, fragment_unnamed_207), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_232, fragment_unnamed_233), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_342; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_354 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_355 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_354; precise float fragment_unnamed_365 = (-0.0f) - fragment_unnamed_355; float fragment_unnamed_366 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_364); float fragment_unnamed_367 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_365); precise float fragment_unnamed_368 = fragment_unnamed_366 + 0.5f; precise float fragment_unnamed_369 = fragment_unnamed_366 + 1.0f; precise float fragment_unnamed_370 = fragment_unnamed_367 + 0.5f; precise float fragment_unnamed_371 = fragment_unnamed_367 + 1.0f; precise float fragment_unnamed_372 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_373 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_374 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_375 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_376 = fragment_unnamed_373 * 0.07999999821186065673828125f; precise float fragment_unnamed_378 = fragment_unnamed_375 * 0.07999999821186065673828125f; precise float fragment_unnamed_379 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_383 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_384 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_385 = fragment_unnamed_383 + 1.0f; precise float fragment_unnamed_386 = fragment_unnamed_384 + 1.0f; float fragment_unnamed_387 = min(fragment_unnamed_366, 0.0f); float fragment_unnamed_388 = min(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_389 = (-0.0f) - fragment_unnamed_387; precise float fragment_unnamed_390 = (-0.0f) - fragment_unnamed_388; float fragment_unnamed_393 = max(fragment_unnamed_366, 0.0f); float fragment_unnamed_394 = max(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_395 = (-0.0f) - fragment_unnamed_393; precise float fragment_unnamed_396 = (-0.0f) - fragment_unnamed_394; precise float fragment_unnamed_399 = mad(fragment_unnamed_389, fragment_unnamed_387, fragment_unnamed_385) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_390, fragment_unnamed_388, fragment_unnamed_386) + 1.0f; precise float fragment_unnamed_401 = mad(fragment_unnamed_395, fragment_unnamed_393, fragment_unnamed_369) + 1.0f; precise float fragment_unnamed_402 = mad(fragment_unnamed_396, fragment_unnamed_394, fragment_unnamed_371) + 1.0f; precise float fragment_unnamed_403 = mad(fragment_unnamed_372, 0.5f, fragment_unnamed_379) * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = mad(fragment_unnamed_374, 0.5f, fragment_unnamed_380) * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_385 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_386 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_400 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_401 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_402 * 0.1599999964237213134765625f; precise float fragment_unnamed_412 = fragment_unnamed_369 * 0.1599999964237213134765625f; precise float fragment_unnamed_413 = fragment_unnamed_371 * 0.1599999964237213134765625f; precise float fragment_unnamed_414 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_415 = fragment_unnamed_376 + fragment_unnamed_412; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_403; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_418 = fragment_unnamed_405 + fragment_unnamed_407; precise float fragment_unnamed_419 = fragment_unnamed_409 + fragment_unnamed_411; precise float fragment_unnamed_420 = fragment_unnamed_413 + fragment_unnamed_378; precise float fragment_unnamed_421 = fragment_unnamed_406 / fragment_unnamed_416; precise float fragment_unnamed_422 = fragment_unnamed_410 / fragment_unnamed_417; precise float fragment_unnamed_423 = fragment_unnamed_376 / fragment_unnamed_415; precise float fragment_unnamed_424 = fragment_unnamed_421 + (-2.5f); precise float fragment_unnamed_426 = fragment_unnamed_422 + (-0.5f); precise float fragment_unnamed_428 = fragment_unnamed_423 + 1.5f; precise float fragment_unnamed_430 = fragment_unnamed_407 / fragment_unnamed_418; precise float fragment_unnamed_431 = fragment_unnamed_411 / fragment_unnamed_419; precise float fragment_unnamed_432 = fragment_unnamed_378 / fragment_unnamed_420; precise float fragment_unnamed_433 = fragment_unnamed_430 + (-2.5f); precise float fragment_unnamed_434 = fragment_unnamed_431 + (-0.5f); precise float fragment_unnamed_435 = fragment_unnamed_432 + 1.5f; precise float fragment_unnamed_439 = fragment_unnamed_426 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_440 = fragment_unnamed_424 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_441 = fragment_unnamed_428 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_445 = fragment_unnamed_433 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_446 = fragment_unnamed_434 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_447 = fragment_unnamed_435 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_486 = fragment_unnamed_418 * fragment_unnamed_416; precise float fragment_unnamed_487 = fragment_unnamed_418 * fragment_unnamed_417; precise float fragment_unnamed_488 = fragment_unnamed_418 * fragment_unnamed_415; precise float fragment_unnamed_489 = fragment_unnamed_419 * fragment_unnamed_416; precise float fragment_unnamed_490 = fragment_unnamed_419 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_419 * fragment_unnamed_415; precise float fragment_unnamed_492 = fragment_unnamed_420 * fragment_unnamed_416; precise float fragment_unnamed_493 = fragment_unnamed_420 * fragment_unnamed_417; precise float fragment_unnamed_494 = fragment_unnamed_420 * fragment_unnamed_415; precise float fragment_unnamed_508 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x * fragment_unnamed_487; float fragment_unnamed_544 = mad(fragment_unnamed_492, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, fragment_unnamed_508)))))); fragment_unnamed_342 = mad(fragment_unnamed_494, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_493, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, fragment_unnamed_544)); } else { float fragment_unnamed_569 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_570 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_579 = (-0.0f) - fragment_unnamed_569; precise float fragment_unnamed_580 = (-0.0f) - fragment_unnamed_570; float fragment_unnamed_581 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_579); float fragment_unnamed_582 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_580); precise float fragment_unnamed_583 = fragment_unnamed_581 + 0.5f; precise float fragment_unnamed_584 = fragment_unnamed_581 + 1.0f; precise float fragment_unnamed_585 = fragment_unnamed_582 + 0.5f; precise float fragment_unnamed_586 = fragment_unnamed_582 + 1.0f; precise float fragment_unnamed_587 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_588 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_589 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_590 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_591 = fragment_unnamed_588 * 0.040816001594066619873046875f; precise float fragment_unnamed_593 = fragment_unnamed_590 * 0.040816001594066619873046875f; precise float fragment_unnamed_594 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_598 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_599 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_600 = fragment_unnamed_598 + 1.0f; precise float fragment_unnamed_601 = fragment_unnamed_599 + 1.0f; float fragment_unnamed_602 = min(fragment_unnamed_581, 0.0f); float fragment_unnamed_603 = min(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_604 = (-0.0f) - fragment_unnamed_602; precise float fragment_unnamed_605 = (-0.0f) - fragment_unnamed_603; float fragment_unnamed_608 = max(fragment_unnamed_581, 0.0f); float fragment_unnamed_609 = max(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_610 = (-0.0f) - fragment_unnamed_608; precise float fragment_unnamed_611 = (-0.0f) - fragment_unnamed_609; precise float fragment_unnamed_614 = mad(fragment_unnamed_604, fragment_unnamed_602, fragment_unnamed_600) + 2.0f; precise float fragment_unnamed_615 = mad(fragment_unnamed_605, fragment_unnamed_603, fragment_unnamed_601) + 2.0f; precise float fragment_unnamed_616 = mad(fragment_unnamed_610, fragment_unnamed_608, fragment_unnamed_584) + 2.0f; precise float fragment_unnamed_617 = mad(fragment_unnamed_611, fragment_unnamed_609, fragment_unnamed_586) + 2.0f; precise float fragment_unnamed_618 = fragment_unnamed_616 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = mad(fragment_unnamed_589, 0.5f, fragment_unnamed_595) * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = mad(fragment_unnamed_587, 0.5f, fragment_unnamed_594) * 0.08163200318813323974609375f; precise float fragment_unnamed_622 = fragment_unnamed_617 * 0.08163200318813323974609375f; precise float fragment_unnamed_623 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_624 = fragment_unnamed_615 * 0.08163200318813323974609375f; float fragment_unnamed_629 = mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_630 = mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_631 = fragment_unnamed_629 + fragment_unnamed_621; precise float fragment_unnamed_632 = fragment_unnamed_623 + mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_633 = fragment_unnamed_630 + fragment_unnamed_618; precise float fragment_unnamed_634 = fragment_unnamed_591 + mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_637 = mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_638 = mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_639 = fragment_unnamed_637 + fragment_unnamed_620; precise float fragment_unnamed_640 = fragment_unnamed_624 + mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_641 = fragment_unnamed_638 + fragment_unnamed_622; precise float fragment_unnamed_642 = fragment_unnamed_593 + mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_643 = fragment_unnamed_629 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_623 / fragment_unnamed_632; precise float fragment_unnamed_645 = fragment_unnamed_630 / fragment_unnamed_633; precise float fragment_unnamed_646 = fragment_unnamed_591 / fragment_unnamed_634; precise float fragment_unnamed_647 = fragment_unnamed_643 + (-3.5f); precise float fragment_unnamed_649 = fragment_unnamed_644 + (-1.5f); precise float fragment_unnamed_651 = fragment_unnamed_645 + 0.5f; precise float fragment_unnamed_652 = fragment_unnamed_646 + 2.5f; precise float fragment_unnamed_654 = fragment_unnamed_637 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_624 / fragment_unnamed_640; precise float fragment_unnamed_656 = fragment_unnamed_638 / fragment_unnamed_641; precise float fragment_unnamed_657 = fragment_unnamed_593 / fragment_unnamed_642; precise float fragment_unnamed_658 = fragment_unnamed_654 + (-3.5f); precise float fragment_unnamed_659 = fragment_unnamed_655 + (-1.5f); precise float fragment_unnamed_660 = fragment_unnamed_656 + 0.5f; precise float fragment_unnamed_661 = fragment_unnamed_657 + 2.5f; precise float fragment_unnamed_665 = fragment_unnamed_652 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_666 = fragment_unnamed_647 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_667 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_668 = fragment_unnamed_651 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_672 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_673 = fragment_unnamed_661 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_674 = fragment_unnamed_659 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_675 = fragment_unnamed_660 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_752 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_639 * fragment_unnamed_632; precise float fragment_unnamed_754 = fragment_unnamed_639 * fragment_unnamed_633; precise float fragment_unnamed_755 = fragment_unnamed_639 * fragment_unnamed_634; precise float fragment_unnamed_756 = fragment_unnamed_640 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_640 * fragment_unnamed_632; precise float fragment_unnamed_758 = fragment_unnamed_640 * fragment_unnamed_633; precise float fragment_unnamed_759 = fragment_unnamed_640 * fragment_unnamed_634; precise float fragment_unnamed_760 = fragment_unnamed_641 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_641 * fragment_unnamed_632; precise float fragment_unnamed_762 = fragment_unnamed_641 * fragment_unnamed_633; precise float fragment_unnamed_763 = fragment_unnamed_641 * fragment_unnamed_634; precise float fragment_unnamed_764 = fragment_unnamed_642 * fragment_unnamed_631; precise float fragment_unnamed_765 = fragment_unnamed_642 * fragment_unnamed_632; precise float fragment_unnamed_766 = fragment_unnamed_642 * fragment_unnamed_633; precise float fragment_unnamed_767 = fragment_unnamed_642 * fragment_unnamed_634; precise float fragment_unnamed_781 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x * fragment_unnamed_753; float fragment_unnamed_817 = mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, fragment_unnamed_781)))))); float fragment_unnamed_859 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, fragment_unnamed_817)))))); fragment_unnamed_342 = mad(fragment_unnamed_767, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_766, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_765, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, fragment_unnamed_859))); } fragment_unnamed_258 = fragment_unnamed_342; } fragment_unnamed_257 = fragment_unnamed_258; } else { fragment_unnamed_257 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_262 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_263 = fragment_unnamed_262 + 1.0f; float fragment_unnamed_281 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_257, fragment_uniform_buffer_2[27u].x, fragment_unnamed_263))); float4 fragment_unnamed_301 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_312 = fragment_unnamed_301.x * fragment_input_2.x; precise float fragment_unnamed_313 = fragment_unnamed_301.y * fragment_input_2.y; precise float fragment_unnamed_314 = fragment_unnamed_301.z * fragment_input_2.z; precise float fragment_unnamed_315 = mad(fragment_input_3.x, fragment_unnamed_281, fragment_unnamed_166) * fragment_unnamed_312; precise float fragment_unnamed_316 = mad(fragment_input_3.y, fragment_unnamed_281, fragment_unnamed_167) * fragment_unnamed_313; precise float fragment_unnamed_317 = mad(fragment_input_3.z, fragment_unnamed_281, fragment_unnamed_168) * fragment_unnamed_314; fragment_output_3.x = fragment_unnamed_315; fragment_output_3.y = fragment_unnamed_316; fragment_output_3.z = fragment_unnamed_317; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _SHADOWS_SOFT #endif // !_MAIN_LIGHT_SHADOWS #endif // !_MIXED_LIGHTING_SUBTRACTIVE #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #ifndef _MIXED_LIGHTING_SUBTRACTIVE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_63 = asfloat(1065353216u); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_145 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_150 = (-0.0f) - fragment_unnamed_145; float fragment_unnamed_153 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_150); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); float fragment_unnamed_254; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_255; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_201 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_202 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_203 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_204 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_229 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_230 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_231 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_232 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_255 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_201, fragment_unnamed_202), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_203, fragment_unnamed_204), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_229, fragment_unnamed_230), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_339; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_351 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_352 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_361 = (-0.0f) - fragment_unnamed_351; precise float fragment_unnamed_362 = (-0.0f) - fragment_unnamed_352; float fragment_unnamed_363 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_361); float fragment_unnamed_364 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_362); precise float fragment_unnamed_365 = fragment_unnamed_363 + 0.5f; precise float fragment_unnamed_366 = fragment_unnamed_363 + 1.0f; precise float fragment_unnamed_367 = fragment_unnamed_364 + 0.5f; precise float fragment_unnamed_368 = fragment_unnamed_364 + 1.0f; precise float fragment_unnamed_369 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_370 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_371 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_372 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_373 = fragment_unnamed_370 * 0.07999999821186065673828125f; precise float fragment_unnamed_375 = fragment_unnamed_372 * 0.07999999821186065673828125f; precise float fragment_unnamed_376 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_377 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_381 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_382 = fragment_unnamed_380 + 1.0f; precise float fragment_unnamed_383 = fragment_unnamed_381 + 1.0f; float fragment_unnamed_384 = min(fragment_unnamed_363, 0.0f); float fragment_unnamed_385 = min(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_386 = (-0.0f) - fragment_unnamed_384; precise float fragment_unnamed_387 = (-0.0f) - fragment_unnamed_385; float fragment_unnamed_390 = max(fragment_unnamed_363, 0.0f); float fragment_unnamed_391 = max(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_392 = (-0.0f) - fragment_unnamed_390; precise float fragment_unnamed_393 = (-0.0f) - fragment_unnamed_391; precise float fragment_unnamed_396 = mad(fragment_unnamed_386, fragment_unnamed_384, fragment_unnamed_382) + 1.0f; precise float fragment_unnamed_397 = mad(fragment_unnamed_387, fragment_unnamed_385, fragment_unnamed_383) + 1.0f; precise float fragment_unnamed_398 = mad(fragment_unnamed_392, fragment_unnamed_390, fragment_unnamed_366) + 1.0f; precise float fragment_unnamed_399 = mad(fragment_unnamed_393, fragment_unnamed_391, fragment_unnamed_368) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_369, 0.5f, fragment_unnamed_376) * 0.1599999964237213134765625f; precise float fragment_unnamed_402 = mad(fragment_unnamed_371, 0.5f, fragment_unnamed_377) * 0.1599999964237213134765625f; precise float fragment_unnamed_403 = fragment_unnamed_382 * 0.1599999964237213134765625f; precise float fragment_unnamed_404 = fragment_unnamed_383 * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = fragment_unnamed_396 * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_397 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_398 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_366 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_368 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_412 = fragment_unnamed_373 + fragment_unnamed_409; precise float fragment_unnamed_413 = fragment_unnamed_403 + fragment_unnamed_400; precise float fragment_unnamed_414 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_415 = fragment_unnamed_402 + fragment_unnamed_404; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_408; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_375; precise float fragment_unnamed_418 = fragment_unnamed_403 / fragment_unnamed_413; precise float fragment_unnamed_419 = fragment_unnamed_407 / fragment_unnamed_414; precise float fragment_unnamed_420 = fragment_unnamed_373 / fragment_unnamed_412; precise float fragment_unnamed_421 = fragment_unnamed_418 + (-2.5f); precise float fragment_unnamed_423 = fragment_unnamed_419 + (-0.5f); precise float fragment_unnamed_425 = fragment_unnamed_420 + 1.5f; precise float fragment_unnamed_427 = fragment_unnamed_404 / fragment_unnamed_415; precise float fragment_unnamed_428 = fragment_unnamed_408 / fragment_unnamed_416; precise float fragment_unnamed_429 = fragment_unnamed_375 / fragment_unnamed_417; precise float fragment_unnamed_430 = fragment_unnamed_427 + (-2.5f); precise float fragment_unnamed_431 = fragment_unnamed_428 + (-0.5f); precise float fragment_unnamed_432 = fragment_unnamed_429 + 1.5f; precise float fragment_unnamed_436 = fragment_unnamed_423 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_437 = fragment_unnamed_421 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_438 = fragment_unnamed_425 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_442 = fragment_unnamed_430 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_443 = fragment_unnamed_431 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_444 = fragment_unnamed_432 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_483 = fragment_unnamed_415 * fragment_unnamed_413; precise float fragment_unnamed_484 = fragment_unnamed_415 * fragment_unnamed_414; precise float fragment_unnamed_485 = fragment_unnamed_415 * fragment_unnamed_412; precise float fragment_unnamed_486 = fragment_unnamed_416 * fragment_unnamed_413; precise float fragment_unnamed_487 = fragment_unnamed_416 * fragment_unnamed_411; precise float fragment_unnamed_488 = fragment_unnamed_416 * fragment_unnamed_412; precise float fragment_unnamed_489 = fragment_unnamed_417 * fragment_unnamed_413; precise float fragment_unnamed_490 = fragment_unnamed_417 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_417 * fragment_unnamed_412; precise float fragment_unnamed_505 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x * fragment_unnamed_484; float fragment_unnamed_541 = mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_487, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_485, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_483, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, fragment_unnamed_505)))))); fragment_unnamed_339 = mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, fragment_unnamed_541)); } else { float fragment_unnamed_566 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_567 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_566; precise float fragment_unnamed_577 = (-0.0f) - fragment_unnamed_567; float fragment_unnamed_578 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_576); float fragment_unnamed_579 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_577); precise float fragment_unnamed_580 = fragment_unnamed_578 + 0.5f; precise float fragment_unnamed_581 = fragment_unnamed_578 + 1.0f; precise float fragment_unnamed_582 = fragment_unnamed_579 + 0.5f; precise float fragment_unnamed_583 = fragment_unnamed_579 + 1.0f; precise float fragment_unnamed_584 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_585 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_586 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_587 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_588 = fragment_unnamed_585 * 0.040816001594066619873046875f; precise float fragment_unnamed_590 = fragment_unnamed_587 * 0.040816001594066619873046875f; precise float fragment_unnamed_591 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_592 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_596 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_597 = fragment_unnamed_595 + 1.0f; precise float fragment_unnamed_598 = fragment_unnamed_596 + 1.0f; float fragment_unnamed_599 = min(fragment_unnamed_578, 0.0f); float fragment_unnamed_600 = min(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_601 = (-0.0f) - fragment_unnamed_599; precise float fragment_unnamed_602 = (-0.0f) - fragment_unnamed_600; float fragment_unnamed_605 = max(fragment_unnamed_578, 0.0f); float fragment_unnamed_606 = max(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_607 = (-0.0f) - fragment_unnamed_605; precise float fragment_unnamed_608 = (-0.0f) - fragment_unnamed_606; precise float fragment_unnamed_611 = mad(fragment_unnamed_601, fragment_unnamed_599, fragment_unnamed_597) + 2.0f; precise float fragment_unnamed_612 = mad(fragment_unnamed_602, fragment_unnamed_600, fragment_unnamed_598) + 2.0f; precise float fragment_unnamed_613 = mad(fragment_unnamed_607, fragment_unnamed_605, fragment_unnamed_581) + 2.0f; precise float fragment_unnamed_614 = mad(fragment_unnamed_608, fragment_unnamed_606, fragment_unnamed_583) + 2.0f; precise float fragment_unnamed_615 = fragment_unnamed_613 * 0.08163200318813323974609375f; precise float fragment_unnamed_617 = mad(fragment_unnamed_586, 0.5f, fragment_unnamed_592) * 0.08163200318813323974609375f; precise float fragment_unnamed_618 = mad(fragment_unnamed_584, 0.5f, fragment_unnamed_591) * 0.08163200318813323974609375f; precise float fragment_unnamed_619 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = fragment_unnamed_611 * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = fragment_unnamed_612 * 0.08163200318813323974609375f; float fragment_unnamed_626 = mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_627 = mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_628 = fragment_unnamed_626 + fragment_unnamed_618; precise float fragment_unnamed_629 = fragment_unnamed_620 + mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_630 = fragment_unnamed_627 + fragment_unnamed_615; precise float fragment_unnamed_631 = fragment_unnamed_588 + mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_634 = mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_635 = mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_636 = fragment_unnamed_634 + fragment_unnamed_617; precise float fragment_unnamed_637 = fragment_unnamed_621 + mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_638 = fragment_unnamed_635 + fragment_unnamed_619; precise float fragment_unnamed_639 = fragment_unnamed_590 + mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_640 = fragment_unnamed_626 / fragment_unnamed_628; precise float fragment_unnamed_641 = fragment_unnamed_620 / fragment_unnamed_629; precise float fragment_unnamed_642 = fragment_unnamed_627 / fragment_unnamed_630; precise float fragment_unnamed_643 = fragment_unnamed_588 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_640 + (-3.5f); precise float fragment_unnamed_646 = fragment_unnamed_641 + (-1.5f); precise float fragment_unnamed_648 = fragment_unnamed_642 + 0.5f; precise float fragment_unnamed_649 = fragment_unnamed_643 + 2.5f; precise float fragment_unnamed_651 = fragment_unnamed_634 / fragment_unnamed_636; precise float fragment_unnamed_652 = fragment_unnamed_621 / fragment_unnamed_637; precise float fragment_unnamed_653 = fragment_unnamed_635 / fragment_unnamed_638; precise float fragment_unnamed_654 = fragment_unnamed_590 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_651 + (-3.5f); precise float fragment_unnamed_656 = fragment_unnamed_652 + (-1.5f); precise float fragment_unnamed_657 = fragment_unnamed_653 + 0.5f; precise float fragment_unnamed_658 = fragment_unnamed_654 + 2.5f; precise float fragment_unnamed_662 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_663 = fragment_unnamed_644 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_664 = fragment_unnamed_646 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_665 = fragment_unnamed_648 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_669 = fragment_unnamed_655 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_670 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_671 = fragment_unnamed_656 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_672 = fragment_unnamed_657 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_749 = fragment_unnamed_636 * fragment_unnamed_628; precise float fragment_unnamed_750 = fragment_unnamed_636 * fragment_unnamed_629; precise float fragment_unnamed_751 = fragment_unnamed_636 * fragment_unnamed_630; precise float fragment_unnamed_752 = fragment_unnamed_636 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_637 * fragment_unnamed_628; precise float fragment_unnamed_754 = fragment_unnamed_637 * fragment_unnamed_629; precise float fragment_unnamed_755 = fragment_unnamed_637 * fragment_unnamed_630; precise float fragment_unnamed_756 = fragment_unnamed_637 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_638 * fragment_unnamed_628; precise float fragment_unnamed_758 = fragment_unnamed_638 * fragment_unnamed_629; precise float fragment_unnamed_759 = fragment_unnamed_638 * fragment_unnamed_630; precise float fragment_unnamed_760 = fragment_unnamed_638 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_639 * fragment_unnamed_628; precise float fragment_unnamed_762 = fragment_unnamed_639 * fragment_unnamed_629; precise float fragment_unnamed_763 = fragment_unnamed_639 * fragment_unnamed_630; precise float fragment_unnamed_764 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_778 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x * fragment_unnamed_750; float fragment_unnamed_814 = mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_753, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_751, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_749, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, fragment_unnamed_778)))))); float fragment_unnamed_856 = mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, fragment_unnamed_814)))))); fragment_unnamed_339 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, fragment_unnamed_856))); } fragment_unnamed_255 = fragment_unnamed_339; } fragment_unnamed_254 = fragment_unnamed_255; } else { fragment_unnamed_254 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_259 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_260 = fragment_unnamed_259 + 1.0f; float fragment_unnamed_278 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_254, fragment_uniform_buffer_2[27u].x, fragment_unnamed_260))); float4 fragment_unnamed_298 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_309 = fragment_unnamed_298.x * fragment_input_2.x; precise float fragment_unnamed_310 = fragment_unnamed_298.y * fragment_input_2.y; precise float fragment_unnamed_311 = fragment_unnamed_298.z * fragment_input_2.z; precise float fragment_unnamed_312 = mad(fragment_input_3.x, fragment_unnamed_278, fragment_unnamed_163) * fragment_unnamed_309; precise float fragment_unnamed_313 = mad(fragment_input_3.y, fragment_unnamed_278, fragment_unnamed_164) * fragment_unnamed_310; precise float fragment_unnamed_314 = mad(fragment_input_3.z, fragment_unnamed_278, fragment_unnamed_165) * fragment_unnamed_311; fragment_output_3.x = fragment_unnamed_312; fragment_output_3.y = fragment_unnamed_313; fragment_output_3.z = fragment_unnamed_314; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #endif // !_MIXED_LIGHTING_SUBTRACTIVE #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_83 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_83; float fragment_unnamed_91 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_88); precise float fragment_unnamed_104 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_105 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_106 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_107 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_154 = asfloat(1065353216u); precise float fragment_unnamed_185 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_186 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_187 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_204 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_205 = fragment_unnamed_204 + 1.0f; float fragment_unnamed_224 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_205))); float4 fragment_unnamed_244 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_255 = fragment_unnamed_244.x * fragment_input_2.x; precise float fragment_unnamed_256 = fragment_unnamed_244.y * fragment_input_2.y; precise float fragment_unnamed_257 = fragment_unnamed_244.z * fragment_input_2.z; precise float fragment_unnamed_258 = mad(fragment_input_3.x, fragment_unnamed_224, fragment_unnamed_185) * fragment_unnamed_255; precise float fragment_unnamed_259 = mad(fragment_input_3.y, fragment_unnamed_224, fragment_unnamed_186) * fragment_unnamed_256; precise float fragment_unnamed_260 = mad(fragment_input_3.z, fragment_unnamed_224, fragment_unnamed_187) * fragment_unnamed_257; fragment_output_3.x = fragment_unnamed_258; fragment_output_3.y = fragment_unnamed_259; fragment_output_3.z = fragment_unnamed_260; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MAIN_LIGHT_SHADOWS #ifndef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_86 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_86; float fragment_unnamed_94 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_91); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_157 = asfloat(1065353216u); precise float fragment_unnamed_188 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_189 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_190 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_207 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_208 = fragment_unnamed_207 + 1.0f; float fragment_unnamed_227 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_208))); float4 fragment_unnamed_247 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_258 = fragment_unnamed_247.x * fragment_input_2.x; precise float fragment_unnamed_259 = fragment_unnamed_247.y * fragment_input_2.y; precise float fragment_unnamed_260 = fragment_unnamed_247.z * fragment_input_2.z; precise float fragment_unnamed_261 = mad(fragment_input_3.x, fragment_unnamed_227, fragment_unnamed_188) * fragment_unnamed_258; precise float fragment_unnamed_262 = mad(fragment_input_3.y, fragment_unnamed_227, fragment_unnamed_189) * fragment_unnamed_259; precise float fragment_unnamed_263 = mad(fragment_input_3.z, fragment_unnamed_227, fragment_unnamed_190) * fragment_unnamed_260; fragment_output_3.x = fragment_unnamed_261; fragment_output_3.y = fragment_unnamed_262; fragment_output_3.z = fragment_unnamed_263; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MAIN_LIGHT_SHADOWS #endif // !_MIXED_LIGHTING_SUBTRACTIVE #endif // !_SHADOWS_SOFT #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_83 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_83; float fragment_unnamed_91 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_88); precise float fragment_unnamed_104 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_105 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_106 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_107 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_154 = asfloat(1065353216u); precise float fragment_unnamed_185 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_186 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_187 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_91, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_104, fragment_unnamed_105, fragment_unnamed_106, fragment_unnamed_107))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_154)); precise float fragment_unnamed_204 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_205 = fragment_unnamed_204 + 1.0f; float fragment_unnamed_224 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_205))); float4 fragment_unnamed_244 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_255 = fragment_unnamed_244.x * fragment_input_2.x; precise float fragment_unnamed_256 = fragment_unnamed_244.y * fragment_input_2.y; precise float fragment_unnamed_257 = fragment_unnamed_244.z * fragment_input_2.z; precise float fragment_unnamed_258 = mad(fragment_input_3.x, fragment_unnamed_224, fragment_unnamed_185) * fragment_unnamed_255; precise float fragment_unnamed_259 = mad(fragment_input_3.y, fragment_unnamed_224, fragment_unnamed_186) * fragment_unnamed_256; precise float fragment_unnamed_260 = mad(fragment_input_3.z, fragment_unnamed_224, fragment_unnamed_187) * fragment_unnamed_257; fragment_output_3.x = fragment_unnamed_258; fragment_output_3.y = fragment_unnamed_259; fragment_output_3.z = fragment_unnamed_260; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS_CASCADE #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifndef _MAIN_LIGHT_SHADOWS #ifndef _SHADOWS_SOFT #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowParams; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[28]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; precise float fragment_unnamed_86 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_86; float fragment_unnamed_94 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_91); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; float fragment_unnamed_157 = asfloat(1065353216u); precise float fragment_unnamed_188 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_189 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_190 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_94, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_157)); precise float fragment_unnamed_207 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_208 = fragment_unnamed_207 + 1.0f; float fragment_unnamed_227 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x, fragment_uniform_buffer_2[27u].x, fragment_unnamed_208))); float4 fragment_unnamed_247 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_258 = fragment_unnamed_247.x * fragment_input_2.x; precise float fragment_unnamed_259 = fragment_unnamed_247.y * fragment_input_2.y; precise float fragment_unnamed_260 = fragment_unnamed_247.z * fragment_input_2.z; precise float fragment_unnamed_261 = mad(fragment_input_3.x, fragment_unnamed_227, fragment_unnamed_188) * fragment_unnamed_258; precise float fragment_unnamed_262 = mad(fragment_input_3.y, fragment_unnamed_227, fragment_unnamed_189) * fragment_unnamed_259; precise float fragment_unnamed_263 = mad(fragment_input_3.z, fragment_unnamed_227, fragment_unnamed_190) * fragment_unnamed_260; fragment_output_3.x = fragment_unnamed_261; fragment_output_3.y = fragment_unnamed_262; fragment_output_3.z = fragment_unnamed_263; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[27] = float4(_MainLightShadowParams[0], _MainLightShadowParams[1], _MainLightShadowParams[2], _MainLightShadowParams[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS_CASCADE #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // !_MAIN_LIGHT_SHADOWS #endif // !_SHADOWS_SOFT #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifdef _SHADOWS_SOFT #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_66 = asfloat(1065353216u); precise float fragment_unnamed_110 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_111 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_112 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_113 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_148 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_148; float fragment_unnamed_156 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_153); precise float fragment_unnamed_166 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_167 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_168 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); float fragment_unnamed_257; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_258; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_204 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_205 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_206 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_207 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_232 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_233 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_234 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_235 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_258 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_204, fragment_unnamed_205), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_206, fragment_unnamed_207), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_232, fragment_unnamed_233), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_342; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_354 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_355 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_354; precise float fragment_unnamed_365 = (-0.0f) - fragment_unnamed_355; float fragment_unnamed_366 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_364); float fragment_unnamed_367 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_365); precise float fragment_unnamed_368 = fragment_unnamed_366 + 0.5f; precise float fragment_unnamed_369 = fragment_unnamed_366 + 1.0f; precise float fragment_unnamed_370 = fragment_unnamed_367 + 0.5f; precise float fragment_unnamed_371 = fragment_unnamed_367 + 1.0f; precise float fragment_unnamed_372 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_373 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_374 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_375 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_376 = fragment_unnamed_373 * 0.07999999821186065673828125f; precise float fragment_unnamed_378 = fragment_unnamed_375 * 0.07999999821186065673828125f; precise float fragment_unnamed_379 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_383 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_384 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_385 = fragment_unnamed_383 + 1.0f; precise float fragment_unnamed_386 = fragment_unnamed_384 + 1.0f; float fragment_unnamed_387 = min(fragment_unnamed_366, 0.0f); float fragment_unnamed_388 = min(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_389 = (-0.0f) - fragment_unnamed_387; precise float fragment_unnamed_390 = (-0.0f) - fragment_unnamed_388; float fragment_unnamed_393 = max(fragment_unnamed_366, 0.0f); float fragment_unnamed_394 = max(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_395 = (-0.0f) - fragment_unnamed_393; precise float fragment_unnamed_396 = (-0.0f) - fragment_unnamed_394; precise float fragment_unnamed_399 = mad(fragment_unnamed_389, fragment_unnamed_387, fragment_unnamed_385) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_390, fragment_unnamed_388, fragment_unnamed_386) + 1.0f; precise float fragment_unnamed_401 = mad(fragment_unnamed_395, fragment_unnamed_393, fragment_unnamed_369) + 1.0f; precise float fragment_unnamed_402 = mad(fragment_unnamed_396, fragment_unnamed_394, fragment_unnamed_371) + 1.0f; precise float fragment_unnamed_403 = mad(fragment_unnamed_372, 0.5f, fragment_unnamed_379) * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = mad(fragment_unnamed_374, 0.5f, fragment_unnamed_380) * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_385 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_386 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_400 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_401 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_402 * 0.1599999964237213134765625f; precise float fragment_unnamed_412 = fragment_unnamed_369 * 0.1599999964237213134765625f; precise float fragment_unnamed_413 = fragment_unnamed_371 * 0.1599999964237213134765625f; precise float fragment_unnamed_414 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_415 = fragment_unnamed_376 + fragment_unnamed_412; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_403; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_418 = fragment_unnamed_405 + fragment_unnamed_407; precise float fragment_unnamed_419 = fragment_unnamed_409 + fragment_unnamed_411; precise float fragment_unnamed_420 = fragment_unnamed_413 + fragment_unnamed_378; precise float fragment_unnamed_421 = fragment_unnamed_406 / fragment_unnamed_416; precise float fragment_unnamed_422 = fragment_unnamed_410 / fragment_unnamed_417; precise float fragment_unnamed_423 = fragment_unnamed_376 / fragment_unnamed_415; precise float fragment_unnamed_424 = fragment_unnamed_421 + (-2.5f); precise float fragment_unnamed_426 = fragment_unnamed_422 + (-0.5f); precise float fragment_unnamed_428 = fragment_unnamed_423 + 1.5f; precise float fragment_unnamed_430 = fragment_unnamed_407 / fragment_unnamed_418; precise float fragment_unnamed_431 = fragment_unnamed_411 / fragment_unnamed_419; precise float fragment_unnamed_432 = fragment_unnamed_378 / fragment_unnamed_420; precise float fragment_unnamed_433 = fragment_unnamed_430 + (-2.5f); precise float fragment_unnamed_434 = fragment_unnamed_431 + (-0.5f); precise float fragment_unnamed_435 = fragment_unnamed_432 + 1.5f; precise float fragment_unnamed_439 = fragment_unnamed_426 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_440 = fragment_unnamed_424 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_441 = fragment_unnamed_428 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_445 = fragment_unnamed_433 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_446 = fragment_unnamed_434 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_447 = fragment_unnamed_435 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_486 = fragment_unnamed_418 * fragment_unnamed_416; precise float fragment_unnamed_487 = fragment_unnamed_418 * fragment_unnamed_417; precise float fragment_unnamed_488 = fragment_unnamed_418 * fragment_unnamed_415; precise float fragment_unnamed_489 = fragment_unnamed_419 * fragment_unnamed_416; precise float fragment_unnamed_490 = fragment_unnamed_419 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_419 * fragment_unnamed_415; precise float fragment_unnamed_492 = fragment_unnamed_420 * fragment_unnamed_416; precise float fragment_unnamed_493 = fragment_unnamed_420 * fragment_unnamed_417; precise float fragment_unnamed_494 = fragment_unnamed_420 * fragment_unnamed_415; precise float fragment_unnamed_508 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x * fragment_unnamed_487; float fragment_unnamed_544 = mad(fragment_unnamed_492, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, fragment_unnamed_508)))))); fragment_unnamed_342 = mad(fragment_unnamed_494, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_493, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, fragment_unnamed_544)); } else { float fragment_unnamed_569 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_570 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_579 = (-0.0f) - fragment_unnamed_569; precise float fragment_unnamed_580 = (-0.0f) - fragment_unnamed_570; float fragment_unnamed_581 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_579); float fragment_unnamed_582 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_580); precise float fragment_unnamed_583 = fragment_unnamed_581 + 0.5f; precise float fragment_unnamed_584 = fragment_unnamed_581 + 1.0f; precise float fragment_unnamed_585 = fragment_unnamed_582 + 0.5f; precise float fragment_unnamed_586 = fragment_unnamed_582 + 1.0f; precise float fragment_unnamed_587 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_588 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_589 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_590 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_591 = fragment_unnamed_588 * 0.040816001594066619873046875f; precise float fragment_unnamed_593 = fragment_unnamed_590 * 0.040816001594066619873046875f; precise float fragment_unnamed_594 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_598 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_599 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_600 = fragment_unnamed_598 + 1.0f; precise float fragment_unnamed_601 = fragment_unnamed_599 + 1.0f; float fragment_unnamed_602 = min(fragment_unnamed_581, 0.0f); float fragment_unnamed_603 = min(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_604 = (-0.0f) - fragment_unnamed_602; precise float fragment_unnamed_605 = (-0.0f) - fragment_unnamed_603; float fragment_unnamed_608 = max(fragment_unnamed_581, 0.0f); float fragment_unnamed_609 = max(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_610 = (-0.0f) - fragment_unnamed_608; precise float fragment_unnamed_611 = (-0.0f) - fragment_unnamed_609; precise float fragment_unnamed_614 = mad(fragment_unnamed_604, fragment_unnamed_602, fragment_unnamed_600) + 2.0f; precise float fragment_unnamed_615 = mad(fragment_unnamed_605, fragment_unnamed_603, fragment_unnamed_601) + 2.0f; precise float fragment_unnamed_616 = mad(fragment_unnamed_610, fragment_unnamed_608, fragment_unnamed_584) + 2.0f; precise float fragment_unnamed_617 = mad(fragment_unnamed_611, fragment_unnamed_609, fragment_unnamed_586) + 2.0f; precise float fragment_unnamed_618 = fragment_unnamed_616 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = mad(fragment_unnamed_589, 0.5f, fragment_unnamed_595) * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = mad(fragment_unnamed_587, 0.5f, fragment_unnamed_594) * 0.08163200318813323974609375f; precise float fragment_unnamed_622 = fragment_unnamed_617 * 0.08163200318813323974609375f; precise float fragment_unnamed_623 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_624 = fragment_unnamed_615 * 0.08163200318813323974609375f; float fragment_unnamed_629 = mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_630 = mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_631 = fragment_unnamed_629 + fragment_unnamed_621; precise float fragment_unnamed_632 = fragment_unnamed_623 + mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_633 = fragment_unnamed_630 + fragment_unnamed_618; precise float fragment_unnamed_634 = fragment_unnamed_591 + mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_637 = mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_638 = mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_639 = fragment_unnamed_637 + fragment_unnamed_620; precise float fragment_unnamed_640 = fragment_unnamed_624 + mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_641 = fragment_unnamed_638 + fragment_unnamed_622; precise float fragment_unnamed_642 = fragment_unnamed_593 + mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_643 = fragment_unnamed_629 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_623 / fragment_unnamed_632; precise float fragment_unnamed_645 = fragment_unnamed_630 / fragment_unnamed_633; precise float fragment_unnamed_646 = fragment_unnamed_591 / fragment_unnamed_634; precise float fragment_unnamed_647 = fragment_unnamed_643 + (-3.5f); precise float fragment_unnamed_649 = fragment_unnamed_644 + (-1.5f); precise float fragment_unnamed_651 = fragment_unnamed_645 + 0.5f; precise float fragment_unnamed_652 = fragment_unnamed_646 + 2.5f; precise float fragment_unnamed_654 = fragment_unnamed_637 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_624 / fragment_unnamed_640; precise float fragment_unnamed_656 = fragment_unnamed_638 / fragment_unnamed_641; precise float fragment_unnamed_657 = fragment_unnamed_593 / fragment_unnamed_642; precise float fragment_unnamed_658 = fragment_unnamed_654 + (-3.5f); precise float fragment_unnamed_659 = fragment_unnamed_655 + (-1.5f); precise float fragment_unnamed_660 = fragment_unnamed_656 + 0.5f; precise float fragment_unnamed_661 = fragment_unnamed_657 + 2.5f; precise float fragment_unnamed_665 = fragment_unnamed_652 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_666 = fragment_unnamed_647 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_667 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_668 = fragment_unnamed_651 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_672 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_673 = fragment_unnamed_661 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_674 = fragment_unnamed_659 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_675 = fragment_unnamed_660 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_752 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_639 * fragment_unnamed_632; precise float fragment_unnamed_754 = fragment_unnamed_639 * fragment_unnamed_633; precise float fragment_unnamed_755 = fragment_unnamed_639 * fragment_unnamed_634; precise float fragment_unnamed_756 = fragment_unnamed_640 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_640 * fragment_unnamed_632; precise float fragment_unnamed_758 = fragment_unnamed_640 * fragment_unnamed_633; precise float fragment_unnamed_759 = fragment_unnamed_640 * fragment_unnamed_634; precise float fragment_unnamed_760 = fragment_unnamed_641 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_641 * fragment_unnamed_632; precise float fragment_unnamed_762 = fragment_unnamed_641 * fragment_unnamed_633; precise float fragment_unnamed_763 = fragment_unnamed_641 * fragment_unnamed_634; precise float fragment_unnamed_764 = fragment_unnamed_642 * fragment_unnamed_631; precise float fragment_unnamed_765 = fragment_unnamed_642 * fragment_unnamed_632; precise float fragment_unnamed_766 = fragment_unnamed_642 * fragment_unnamed_633; precise float fragment_unnamed_767 = fragment_unnamed_642 * fragment_unnamed_634; precise float fragment_unnamed_781 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x * fragment_unnamed_753; float fragment_unnamed_817 = mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, fragment_unnamed_781)))))); float fragment_unnamed_859 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, fragment_unnamed_817)))))); fragment_unnamed_342 = mad(fragment_unnamed_767, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_766, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_765, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, fragment_unnamed_859))); } fragment_unnamed_258 = fragment_unnamed_342; } fragment_unnamed_257 = fragment_unnamed_258; } else { fragment_unnamed_257 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_262 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_263 = fragment_unnamed_262 + 1.0f; float fragment_unnamed_281 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_257, fragment_uniform_buffer_2[27u].x, fragment_unnamed_263))); float4 fragment_unnamed_301 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_312 = fragment_unnamed_301.x * fragment_input_2.x; precise float fragment_unnamed_313 = fragment_unnamed_301.y * fragment_input_2.y; precise float fragment_unnamed_314 = fragment_unnamed_301.z * fragment_input_2.z; precise float fragment_unnamed_315 = mad(fragment_input_3.x, fragment_unnamed_281, fragment_unnamed_166) * fragment_unnamed_312; precise float fragment_unnamed_316 = mad(fragment_input_3.y, fragment_unnamed_281, fragment_unnamed_167) * fragment_unnamed_313; precise float fragment_unnamed_317 = mad(fragment_input_3.z, fragment_unnamed_281, fragment_unnamed_168) * fragment_unnamed_314; fragment_output_3.x = fragment_unnamed_315; fragment_output_3.y = fragment_unnamed_316; fragment_output_3.z = fragment_unnamed_317; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // _SHADOWS_SOFT #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #ifdef _MAIN_LIGHT_SHADOWS #ifdef _MIXED_LIGHTING_SUBTRACTIVE #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_63 = asfloat(1065353216u); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_145 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_150 = (-0.0f) - fragment_unnamed_145; float fragment_unnamed_153 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_150); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); float fragment_unnamed_254; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_255; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_201 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_202 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_203 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_204 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_229 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_230 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_231 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_232 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_255 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_201, fragment_unnamed_202), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_203, fragment_unnamed_204), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_229, fragment_unnamed_230), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_339; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_351 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_352 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_361 = (-0.0f) - fragment_unnamed_351; precise float fragment_unnamed_362 = (-0.0f) - fragment_unnamed_352; float fragment_unnamed_363 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_361); float fragment_unnamed_364 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_362); precise float fragment_unnamed_365 = fragment_unnamed_363 + 0.5f; precise float fragment_unnamed_366 = fragment_unnamed_363 + 1.0f; precise float fragment_unnamed_367 = fragment_unnamed_364 + 0.5f; precise float fragment_unnamed_368 = fragment_unnamed_364 + 1.0f; precise float fragment_unnamed_369 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_370 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_371 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_372 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_373 = fragment_unnamed_370 * 0.07999999821186065673828125f; precise float fragment_unnamed_375 = fragment_unnamed_372 * 0.07999999821186065673828125f; precise float fragment_unnamed_376 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_377 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_381 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_382 = fragment_unnamed_380 + 1.0f; precise float fragment_unnamed_383 = fragment_unnamed_381 + 1.0f; float fragment_unnamed_384 = min(fragment_unnamed_363, 0.0f); float fragment_unnamed_385 = min(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_386 = (-0.0f) - fragment_unnamed_384; precise float fragment_unnamed_387 = (-0.0f) - fragment_unnamed_385; float fragment_unnamed_390 = max(fragment_unnamed_363, 0.0f); float fragment_unnamed_391 = max(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_392 = (-0.0f) - fragment_unnamed_390; precise float fragment_unnamed_393 = (-0.0f) - fragment_unnamed_391; precise float fragment_unnamed_396 = mad(fragment_unnamed_386, fragment_unnamed_384, fragment_unnamed_382) + 1.0f; precise float fragment_unnamed_397 = mad(fragment_unnamed_387, fragment_unnamed_385, fragment_unnamed_383) + 1.0f; precise float fragment_unnamed_398 = mad(fragment_unnamed_392, fragment_unnamed_390, fragment_unnamed_366) + 1.0f; precise float fragment_unnamed_399 = mad(fragment_unnamed_393, fragment_unnamed_391, fragment_unnamed_368) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_369, 0.5f, fragment_unnamed_376) * 0.1599999964237213134765625f; precise float fragment_unnamed_402 = mad(fragment_unnamed_371, 0.5f, fragment_unnamed_377) * 0.1599999964237213134765625f; precise float fragment_unnamed_403 = fragment_unnamed_382 * 0.1599999964237213134765625f; precise float fragment_unnamed_404 = fragment_unnamed_383 * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = fragment_unnamed_396 * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_397 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_398 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_366 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_368 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_412 = fragment_unnamed_373 + fragment_unnamed_409; precise float fragment_unnamed_413 = fragment_unnamed_403 + fragment_unnamed_400; precise float fragment_unnamed_414 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_415 = fragment_unnamed_402 + fragment_unnamed_404; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_408; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_375; precise float fragment_unnamed_418 = fragment_unnamed_403 / fragment_unnamed_413; precise float fragment_unnamed_419 = fragment_unnamed_407 / fragment_unnamed_414; precise float fragment_unnamed_420 = fragment_unnamed_373 / fragment_unnamed_412; precise float fragment_unnamed_421 = fragment_unnamed_418 + (-2.5f); precise float fragment_unnamed_423 = fragment_unnamed_419 + (-0.5f); precise float fragment_unnamed_425 = fragment_unnamed_420 + 1.5f; precise float fragment_unnamed_427 = fragment_unnamed_404 / fragment_unnamed_415; precise float fragment_unnamed_428 = fragment_unnamed_408 / fragment_unnamed_416; precise float fragment_unnamed_429 = fragment_unnamed_375 / fragment_unnamed_417; precise float fragment_unnamed_430 = fragment_unnamed_427 + (-2.5f); precise float fragment_unnamed_431 = fragment_unnamed_428 + (-0.5f); precise float fragment_unnamed_432 = fragment_unnamed_429 + 1.5f; precise float fragment_unnamed_436 = fragment_unnamed_423 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_437 = fragment_unnamed_421 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_438 = fragment_unnamed_425 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_442 = fragment_unnamed_430 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_443 = fragment_unnamed_431 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_444 = fragment_unnamed_432 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_483 = fragment_unnamed_415 * fragment_unnamed_413; precise float fragment_unnamed_484 = fragment_unnamed_415 * fragment_unnamed_414; precise float fragment_unnamed_485 = fragment_unnamed_415 * fragment_unnamed_412; precise float fragment_unnamed_486 = fragment_unnamed_416 * fragment_unnamed_413; precise float fragment_unnamed_487 = fragment_unnamed_416 * fragment_unnamed_411; precise float fragment_unnamed_488 = fragment_unnamed_416 * fragment_unnamed_412; precise float fragment_unnamed_489 = fragment_unnamed_417 * fragment_unnamed_413; precise float fragment_unnamed_490 = fragment_unnamed_417 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_417 * fragment_unnamed_412; precise float fragment_unnamed_505 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x * fragment_unnamed_484; float fragment_unnamed_541 = mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_487, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_485, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_483, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, fragment_unnamed_505)))))); fragment_unnamed_339 = mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, fragment_unnamed_541)); } else { float fragment_unnamed_566 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_567 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_566; precise float fragment_unnamed_577 = (-0.0f) - fragment_unnamed_567; float fragment_unnamed_578 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_576); float fragment_unnamed_579 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_577); precise float fragment_unnamed_580 = fragment_unnamed_578 + 0.5f; precise float fragment_unnamed_581 = fragment_unnamed_578 + 1.0f; precise float fragment_unnamed_582 = fragment_unnamed_579 + 0.5f; precise float fragment_unnamed_583 = fragment_unnamed_579 + 1.0f; precise float fragment_unnamed_584 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_585 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_586 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_587 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_588 = fragment_unnamed_585 * 0.040816001594066619873046875f; precise float fragment_unnamed_590 = fragment_unnamed_587 * 0.040816001594066619873046875f; precise float fragment_unnamed_591 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_592 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_596 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_597 = fragment_unnamed_595 + 1.0f; precise float fragment_unnamed_598 = fragment_unnamed_596 + 1.0f; float fragment_unnamed_599 = min(fragment_unnamed_578, 0.0f); float fragment_unnamed_600 = min(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_601 = (-0.0f) - fragment_unnamed_599; precise float fragment_unnamed_602 = (-0.0f) - fragment_unnamed_600; float fragment_unnamed_605 = max(fragment_unnamed_578, 0.0f); float fragment_unnamed_606 = max(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_607 = (-0.0f) - fragment_unnamed_605; precise float fragment_unnamed_608 = (-0.0f) - fragment_unnamed_606; precise float fragment_unnamed_611 = mad(fragment_unnamed_601, fragment_unnamed_599, fragment_unnamed_597) + 2.0f; precise float fragment_unnamed_612 = mad(fragment_unnamed_602, fragment_unnamed_600, fragment_unnamed_598) + 2.0f; precise float fragment_unnamed_613 = mad(fragment_unnamed_607, fragment_unnamed_605, fragment_unnamed_581) + 2.0f; precise float fragment_unnamed_614 = mad(fragment_unnamed_608, fragment_unnamed_606, fragment_unnamed_583) + 2.0f; precise float fragment_unnamed_615 = fragment_unnamed_613 * 0.08163200318813323974609375f; precise float fragment_unnamed_617 = mad(fragment_unnamed_586, 0.5f, fragment_unnamed_592) * 0.08163200318813323974609375f; precise float fragment_unnamed_618 = mad(fragment_unnamed_584, 0.5f, fragment_unnamed_591) * 0.08163200318813323974609375f; precise float fragment_unnamed_619 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = fragment_unnamed_611 * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = fragment_unnamed_612 * 0.08163200318813323974609375f; float fragment_unnamed_626 = mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_627 = mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_628 = fragment_unnamed_626 + fragment_unnamed_618; precise float fragment_unnamed_629 = fragment_unnamed_620 + mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_630 = fragment_unnamed_627 + fragment_unnamed_615; precise float fragment_unnamed_631 = fragment_unnamed_588 + mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_634 = mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_635 = mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_636 = fragment_unnamed_634 + fragment_unnamed_617; precise float fragment_unnamed_637 = fragment_unnamed_621 + mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_638 = fragment_unnamed_635 + fragment_unnamed_619; precise float fragment_unnamed_639 = fragment_unnamed_590 + mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_640 = fragment_unnamed_626 / fragment_unnamed_628; precise float fragment_unnamed_641 = fragment_unnamed_620 / fragment_unnamed_629; precise float fragment_unnamed_642 = fragment_unnamed_627 / fragment_unnamed_630; precise float fragment_unnamed_643 = fragment_unnamed_588 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_640 + (-3.5f); precise float fragment_unnamed_646 = fragment_unnamed_641 + (-1.5f); precise float fragment_unnamed_648 = fragment_unnamed_642 + 0.5f; precise float fragment_unnamed_649 = fragment_unnamed_643 + 2.5f; precise float fragment_unnamed_651 = fragment_unnamed_634 / fragment_unnamed_636; precise float fragment_unnamed_652 = fragment_unnamed_621 / fragment_unnamed_637; precise float fragment_unnamed_653 = fragment_unnamed_635 / fragment_unnamed_638; precise float fragment_unnamed_654 = fragment_unnamed_590 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_651 + (-3.5f); precise float fragment_unnamed_656 = fragment_unnamed_652 + (-1.5f); precise float fragment_unnamed_657 = fragment_unnamed_653 + 0.5f; precise float fragment_unnamed_658 = fragment_unnamed_654 + 2.5f; precise float fragment_unnamed_662 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_663 = fragment_unnamed_644 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_664 = fragment_unnamed_646 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_665 = fragment_unnamed_648 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_669 = fragment_unnamed_655 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_670 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_671 = fragment_unnamed_656 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_672 = fragment_unnamed_657 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_749 = fragment_unnamed_636 * fragment_unnamed_628; precise float fragment_unnamed_750 = fragment_unnamed_636 * fragment_unnamed_629; precise float fragment_unnamed_751 = fragment_unnamed_636 * fragment_unnamed_630; precise float fragment_unnamed_752 = fragment_unnamed_636 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_637 * fragment_unnamed_628; precise float fragment_unnamed_754 = fragment_unnamed_637 * fragment_unnamed_629; precise float fragment_unnamed_755 = fragment_unnamed_637 * fragment_unnamed_630; precise float fragment_unnamed_756 = fragment_unnamed_637 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_638 * fragment_unnamed_628; precise float fragment_unnamed_758 = fragment_unnamed_638 * fragment_unnamed_629; precise float fragment_unnamed_759 = fragment_unnamed_638 * fragment_unnamed_630; precise float fragment_unnamed_760 = fragment_unnamed_638 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_639 * fragment_unnamed_628; precise float fragment_unnamed_762 = fragment_unnamed_639 * fragment_unnamed_629; precise float fragment_unnamed_763 = fragment_unnamed_639 * fragment_unnamed_630; precise float fragment_unnamed_764 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_778 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x * fragment_unnamed_750; float fragment_unnamed_814 = mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_753, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_751, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_749, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, fragment_unnamed_778)))))); float fragment_unnamed_856 = mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, fragment_unnamed_814)))))); fragment_unnamed_339 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, fragment_unnamed_856))); } fragment_unnamed_255 = fragment_unnamed_339; } fragment_unnamed_254 = fragment_unnamed_255; } else { fragment_unnamed_254 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_259 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_260 = fragment_unnamed_259 + 1.0f; float fragment_unnamed_278 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_254, fragment_uniform_buffer_2[27u].x, fragment_unnamed_260))); float4 fragment_unnamed_298 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_309 = fragment_unnamed_298.x * fragment_input_2.x; precise float fragment_unnamed_310 = fragment_unnamed_298.y * fragment_input_2.y; precise float fragment_unnamed_311 = fragment_unnamed_298.z * fragment_input_2.z; precise float fragment_unnamed_312 = mad(fragment_input_3.x, fragment_unnamed_278, fragment_unnamed_163) * fragment_unnamed_309; precise float fragment_unnamed_313 = mad(fragment_input_3.y, fragment_unnamed_278, fragment_unnamed_164) * fragment_unnamed_310; precise float fragment_unnamed_314 = mad(fragment_input_3.z, fragment_unnamed_278, fragment_unnamed_165) * fragment_unnamed_311; fragment_output_3.x = fragment_unnamed_312; fragment_output_3.y = fragment_unnamed_313; fragment_output_3.z = fragment_unnamed_314; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS #endif // _MIXED_LIGHTING_SUBTRACTIVE #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #ifdef STEREO_INSTANCING_ON #ifdef _MAIN_LIGHT_SHADOWS #ifdef _SHADOWS_SOFT #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MIXED_LIGHTING_SUBTRACTIVE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static uint fragment_input_8; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 uint fragment_input_8 : SV_InstanceID; // SV_InstanceID }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_66 = asfloat(1065353216u); precise float fragment_unnamed_110 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_111 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_112 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_113 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_148 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_148; float fragment_unnamed_156 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_153); precise float fragment_unnamed_166 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_167 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); precise float fragment_unnamed_168 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_156, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_110, fragment_unnamed_111, fragment_unnamed_112, fragment_unnamed_113))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_66)); float fragment_unnamed_257; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_258; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_204 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_205 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_206 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_207 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_232 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_233 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_234 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_235 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_258 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_204, fragment_unnamed_205), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_206, fragment_unnamed_207), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_232, fragment_unnamed_233), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_234, fragment_unnamed_235), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_342; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_354 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_355 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_354; precise float fragment_unnamed_365 = (-0.0f) - fragment_unnamed_355; float fragment_unnamed_366 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_364); float fragment_unnamed_367 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_365); precise float fragment_unnamed_368 = fragment_unnamed_366 + 0.5f; precise float fragment_unnamed_369 = fragment_unnamed_366 + 1.0f; precise float fragment_unnamed_370 = fragment_unnamed_367 + 0.5f; precise float fragment_unnamed_371 = fragment_unnamed_367 + 1.0f; precise float fragment_unnamed_372 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_373 = fragment_unnamed_368 * fragment_unnamed_368; precise float fragment_unnamed_374 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_375 = fragment_unnamed_370 * fragment_unnamed_370; precise float fragment_unnamed_376 = fragment_unnamed_373 * 0.07999999821186065673828125f; precise float fragment_unnamed_378 = fragment_unnamed_375 * 0.07999999821186065673828125f; precise float fragment_unnamed_379 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_383 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_384 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_385 = fragment_unnamed_383 + 1.0f; precise float fragment_unnamed_386 = fragment_unnamed_384 + 1.0f; float fragment_unnamed_387 = min(fragment_unnamed_366, 0.0f); float fragment_unnamed_388 = min(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_389 = (-0.0f) - fragment_unnamed_387; precise float fragment_unnamed_390 = (-0.0f) - fragment_unnamed_388; float fragment_unnamed_393 = max(fragment_unnamed_366, 0.0f); float fragment_unnamed_394 = max(fragment_unnamed_367, 0.0f); precise float fragment_unnamed_395 = (-0.0f) - fragment_unnamed_393; precise float fragment_unnamed_396 = (-0.0f) - fragment_unnamed_394; precise float fragment_unnamed_399 = mad(fragment_unnamed_389, fragment_unnamed_387, fragment_unnamed_385) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_390, fragment_unnamed_388, fragment_unnamed_386) + 1.0f; precise float fragment_unnamed_401 = mad(fragment_unnamed_395, fragment_unnamed_393, fragment_unnamed_369) + 1.0f; precise float fragment_unnamed_402 = mad(fragment_unnamed_396, fragment_unnamed_394, fragment_unnamed_371) + 1.0f; precise float fragment_unnamed_403 = mad(fragment_unnamed_372, 0.5f, fragment_unnamed_379) * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = mad(fragment_unnamed_374, 0.5f, fragment_unnamed_380) * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_385 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_386 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_400 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_401 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_402 * 0.1599999964237213134765625f; precise float fragment_unnamed_412 = fragment_unnamed_369 * 0.1599999964237213134765625f; precise float fragment_unnamed_413 = fragment_unnamed_371 * 0.1599999964237213134765625f; precise float fragment_unnamed_414 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_415 = fragment_unnamed_376 + fragment_unnamed_412; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_403; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_408; precise float fragment_unnamed_418 = fragment_unnamed_405 + fragment_unnamed_407; precise float fragment_unnamed_419 = fragment_unnamed_409 + fragment_unnamed_411; precise float fragment_unnamed_420 = fragment_unnamed_413 + fragment_unnamed_378; precise float fragment_unnamed_421 = fragment_unnamed_406 / fragment_unnamed_416; precise float fragment_unnamed_422 = fragment_unnamed_410 / fragment_unnamed_417; precise float fragment_unnamed_423 = fragment_unnamed_376 / fragment_unnamed_415; precise float fragment_unnamed_424 = fragment_unnamed_421 + (-2.5f); precise float fragment_unnamed_426 = fragment_unnamed_422 + (-0.5f); precise float fragment_unnamed_428 = fragment_unnamed_423 + 1.5f; precise float fragment_unnamed_430 = fragment_unnamed_407 / fragment_unnamed_418; precise float fragment_unnamed_431 = fragment_unnamed_411 / fragment_unnamed_419; precise float fragment_unnamed_432 = fragment_unnamed_378 / fragment_unnamed_420; precise float fragment_unnamed_433 = fragment_unnamed_430 + (-2.5f); precise float fragment_unnamed_434 = fragment_unnamed_431 + (-0.5f); precise float fragment_unnamed_435 = fragment_unnamed_432 + 1.5f; precise float fragment_unnamed_439 = fragment_unnamed_426 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_440 = fragment_unnamed_424 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_441 = fragment_unnamed_428 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_445 = fragment_unnamed_433 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_446 = fragment_unnamed_434 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_447 = fragment_unnamed_435 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_486 = fragment_unnamed_418 * fragment_unnamed_416; precise float fragment_unnamed_487 = fragment_unnamed_418 * fragment_unnamed_417; precise float fragment_unnamed_488 = fragment_unnamed_418 * fragment_unnamed_415; precise float fragment_unnamed_489 = fragment_unnamed_419 * fragment_unnamed_416; precise float fragment_unnamed_490 = fragment_unnamed_419 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_419 * fragment_unnamed_415; precise float fragment_unnamed_492 = fragment_unnamed_420 * fragment_unnamed_416; precise float fragment_unnamed_493 = fragment_unnamed_420 * fragment_unnamed_417; precise float fragment_unnamed_494 = fragment_unnamed_420 * fragment_unnamed_415; precise float fragment_unnamed_508 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x * fragment_unnamed_487; float fragment_unnamed_544 = mad(fragment_unnamed_492, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_446)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_440), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_445)), fragment_input_4.z).xxxx.x, fragment_unnamed_508)))))); fragment_unnamed_342 = mad(fragment_unnamed_494, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_441), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_493, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_354, fragment_uniform_buffer_2[28u].x, fragment_unnamed_439), mad(fragment_unnamed_355, fragment_uniform_buffer_2[28u].y, fragment_unnamed_447)), fragment_input_4.z).xxxx.x, fragment_unnamed_544)); } else { float fragment_unnamed_569 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_570 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_579 = (-0.0f) - fragment_unnamed_569; precise float fragment_unnamed_580 = (-0.0f) - fragment_unnamed_570; float fragment_unnamed_581 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_579); float fragment_unnamed_582 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_580); precise float fragment_unnamed_583 = fragment_unnamed_581 + 0.5f; precise float fragment_unnamed_584 = fragment_unnamed_581 + 1.0f; precise float fragment_unnamed_585 = fragment_unnamed_582 + 0.5f; precise float fragment_unnamed_586 = fragment_unnamed_582 + 1.0f; precise float fragment_unnamed_587 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_588 = fragment_unnamed_583 * fragment_unnamed_583; precise float fragment_unnamed_589 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_590 = fragment_unnamed_585 * fragment_unnamed_585; precise float fragment_unnamed_591 = fragment_unnamed_588 * 0.040816001594066619873046875f; precise float fragment_unnamed_593 = fragment_unnamed_590 * 0.040816001594066619873046875f; precise float fragment_unnamed_594 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_598 = (-0.0f) - fragment_unnamed_581; precise float fragment_unnamed_599 = (-0.0f) - fragment_unnamed_582; precise float fragment_unnamed_600 = fragment_unnamed_598 + 1.0f; precise float fragment_unnamed_601 = fragment_unnamed_599 + 1.0f; float fragment_unnamed_602 = min(fragment_unnamed_581, 0.0f); float fragment_unnamed_603 = min(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_604 = (-0.0f) - fragment_unnamed_602; precise float fragment_unnamed_605 = (-0.0f) - fragment_unnamed_603; float fragment_unnamed_608 = max(fragment_unnamed_581, 0.0f); float fragment_unnamed_609 = max(fragment_unnamed_582, 0.0f); precise float fragment_unnamed_610 = (-0.0f) - fragment_unnamed_608; precise float fragment_unnamed_611 = (-0.0f) - fragment_unnamed_609; precise float fragment_unnamed_614 = mad(fragment_unnamed_604, fragment_unnamed_602, fragment_unnamed_600) + 2.0f; precise float fragment_unnamed_615 = mad(fragment_unnamed_605, fragment_unnamed_603, fragment_unnamed_601) + 2.0f; precise float fragment_unnamed_616 = mad(fragment_unnamed_610, fragment_unnamed_608, fragment_unnamed_584) + 2.0f; precise float fragment_unnamed_617 = mad(fragment_unnamed_611, fragment_unnamed_609, fragment_unnamed_586) + 2.0f; precise float fragment_unnamed_618 = fragment_unnamed_616 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = mad(fragment_unnamed_589, 0.5f, fragment_unnamed_595) * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = mad(fragment_unnamed_587, 0.5f, fragment_unnamed_594) * 0.08163200318813323974609375f; precise float fragment_unnamed_622 = fragment_unnamed_617 * 0.08163200318813323974609375f; precise float fragment_unnamed_623 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_624 = fragment_unnamed_615 * 0.08163200318813323974609375f; float fragment_unnamed_629 = mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_630 = mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_631 = fragment_unnamed_629 + fragment_unnamed_621; precise float fragment_unnamed_632 = fragment_unnamed_623 + mad(fragment_unnamed_581, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_633 = fragment_unnamed_630 + fragment_unnamed_618; precise float fragment_unnamed_634 = fragment_unnamed_591 + mad(fragment_unnamed_581, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_637 = mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_638 = mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_639 = fragment_unnamed_637 + fragment_unnamed_620; precise float fragment_unnamed_640 = fragment_unnamed_624 + mad(fragment_unnamed_582, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_641 = fragment_unnamed_638 + fragment_unnamed_622; precise float fragment_unnamed_642 = fragment_unnamed_593 + mad(fragment_unnamed_582, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_643 = fragment_unnamed_629 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_623 / fragment_unnamed_632; precise float fragment_unnamed_645 = fragment_unnamed_630 / fragment_unnamed_633; precise float fragment_unnamed_646 = fragment_unnamed_591 / fragment_unnamed_634; precise float fragment_unnamed_647 = fragment_unnamed_643 + (-3.5f); precise float fragment_unnamed_649 = fragment_unnamed_644 + (-1.5f); precise float fragment_unnamed_651 = fragment_unnamed_645 + 0.5f; precise float fragment_unnamed_652 = fragment_unnamed_646 + 2.5f; precise float fragment_unnamed_654 = fragment_unnamed_637 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_624 / fragment_unnamed_640; precise float fragment_unnamed_656 = fragment_unnamed_638 / fragment_unnamed_641; precise float fragment_unnamed_657 = fragment_unnamed_593 / fragment_unnamed_642; precise float fragment_unnamed_658 = fragment_unnamed_654 + (-3.5f); precise float fragment_unnamed_659 = fragment_unnamed_655 + (-1.5f); precise float fragment_unnamed_660 = fragment_unnamed_656 + 0.5f; precise float fragment_unnamed_661 = fragment_unnamed_657 + 2.5f; precise float fragment_unnamed_665 = fragment_unnamed_652 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_666 = fragment_unnamed_647 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_667 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_668 = fragment_unnamed_651 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_672 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_673 = fragment_unnamed_661 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_674 = fragment_unnamed_659 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_675 = fragment_unnamed_660 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_752 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_639 * fragment_unnamed_632; precise float fragment_unnamed_754 = fragment_unnamed_639 * fragment_unnamed_633; precise float fragment_unnamed_755 = fragment_unnamed_639 * fragment_unnamed_634; precise float fragment_unnamed_756 = fragment_unnamed_640 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_640 * fragment_unnamed_632; precise float fragment_unnamed_758 = fragment_unnamed_640 * fragment_unnamed_633; precise float fragment_unnamed_759 = fragment_unnamed_640 * fragment_unnamed_634; precise float fragment_unnamed_760 = fragment_unnamed_641 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_641 * fragment_unnamed_632; precise float fragment_unnamed_762 = fragment_unnamed_641 * fragment_unnamed_633; precise float fragment_unnamed_763 = fragment_unnamed_641 * fragment_unnamed_634; precise float fragment_unnamed_764 = fragment_unnamed_642 * fragment_unnamed_631; precise float fragment_unnamed_765 = fragment_unnamed_642 * fragment_unnamed_632; precise float fragment_unnamed_766 = fragment_unnamed_642 * fragment_unnamed_633; precise float fragment_unnamed_767 = fragment_unnamed_642 * fragment_unnamed_634; precise float fragment_unnamed_781 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x * fragment_unnamed_753; float fragment_unnamed_817 = mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, fragment_unnamed_781)))))); float fragment_unnamed_859 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_666), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_675)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_674)), fragment_input_4.z).xxxx.x, fragment_unnamed_817)))))); fragment_unnamed_342 = mad(fragment_unnamed_767, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_766, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_668), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_765, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_569, fragment_uniform_buffer_2[28u].x, fragment_unnamed_667), mad(fragment_unnamed_570, fragment_uniform_buffer_2[28u].y, fragment_unnamed_673)), fragment_input_4.z).xxxx.x, fragment_unnamed_859))); } fragment_unnamed_258 = fragment_unnamed_342; } fragment_unnamed_257 = fragment_unnamed_258; } else { fragment_unnamed_257 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_262 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_263 = fragment_unnamed_262 + 1.0f; float fragment_unnamed_281 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_257, fragment_uniform_buffer_2[27u].x, fragment_unnamed_263))); float4 fragment_unnamed_301 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_312 = fragment_unnamed_301.x * fragment_input_2.x; precise float fragment_unnamed_313 = fragment_unnamed_301.y * fragment_input_2.y; precise float fragment_unnamed_314 = fragment_unnamed_301.z * fragment_input_2.z; precise float fragment_unnamed_315 = mad(fragment_input_3.x, fragment_unnamed_281, fragment_unnamed_166) * fragment_unnamed_312; precise float fragment_unnamed_316 = mad(fragment_input_3.y, fragment_unnamed_281, fragment_unnamed_167) * fragment_unnamed_313; precise float fragment_unnamed_317 = mad(fragment_input_3.z, fragment_unnamed_281, fragment_unnamed_168) * fragment_unnamed_314; fragment_output_3.x = fragment_unnamed_315; fragment_output_3.y = fragment_unnamed_316; fragment_output_3.z = fragment_unnamed_317; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _MAIN_LIGHT_SHADOWS #endif // _SHADOWS_SOFT #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MIXED_LIGHTING_SUBTRACTIVE #ifdef _MAIN_LIGHT_SHADOWS #ifdef _SHADOWS_SOFT #ifndef STEREO_INSTANCING_ON #ifndef _MAIN_LIGHT_SHADOWS_CASCADE #ifndef _MIXED_LIGHTING_SUBTRACTIVE #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; float4 _MainLightShadowOffset0; float4 _MainLightShadowOffset1; float4 _MainLightShadowmapSize; static float4 fragment_uniform_buffer_0[5]; static float4 fragment_uniform_buffer_1[34]; static float4 fragment_uniform_buffer_2[29]; Texture2D _MainLightShadowmapTexture; Texture2D _MainTex; SamplerComparisonState S0; SamplerState sampler_MainTex; static float2 fragment_input_0; static float3 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float3 fragment_input_5; static float3 fragment_input_6; static float4 fragment_output_0; static float4 fragment_output_1; static float4 fragment_output_2; static float4 fragment_output_3; struct Fragment_Stage_Input { float2 fragment_input_0 : TEXCOORD; // TEXCOORD float3 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 float3 fragment_input_5 : TEXCOORD5; // TEXCOORD_5 float3 fragment_input_6 : TEXCOORD6; // TEXCOORD_6 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; float4 fragment_output_1 : SV_Target1; float4 fragment_output_2 : SV_Target2; float4 fragment_output_3 : SV_Target3; }; void frag_main() { float fragment_unnamed_63 = asfloat(1065353216u); precise float fragment_unnamed_107 = fragment_input_5.y * fragment_input_5.x; precise float fragment_unnamed_108 = fragment_input_5.z * fragment_input_5.y; precise float fragment_unnamed_109 = fragment_input_5.z * fragment_input_5.z; precise float fragment_unnamed_110 = fragment_input_5.x * fragment_input_5.z; precise float fragment_unnamed_145 = fragment_input_5.y * fragment_input_5.y; precise float fragment_unnamed_150 = (-0.0f) - fragment_unnamed_145; float fragment_unnamed_153 = mad(fragment_input_5.x, fragment_input_5.x, fragment_unnamed_150); precise float fragment_unnamed_163 = mad(fragment_uniform_buffer_1[33u].x, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[30u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[27u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_164 = mad(fragment_uniform_buffer_1[33u].y, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[31u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[28u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); precise float fragment_unnamed_165 = mad(fragment_uniform_buffer_1[33u].z, fragment_unnamed_153, dot(float4(fragment_uniform_buffer_1[32u]), float4(fragment_unnamed_107, fragment_unnamed_108, fragment_unnamed_109, fragment_unnamed_110))) + dot(float4(fragment_uniform_buffer_1[29u]), float4(fragment_input_5.x, fragment_input_5.y, fragment_input_5.z, fragment_unnamed_63)); float fragment_unnamed_254; if (0.0f < fragment_uniform_buffer_2[27u].y) { float fragment_unnamed_255; if (fragment_uniform_buffer_2[27u].y == 1.0f) { precise float fragment_unnamed_201 = fragment_input_4.x + fragment_uniform_buffer_2[25u].x; precise float fragment_unnamed_202 = fragment_input_4.y + fragment_uniform_buffer_2[25u].y; precise float fragment_unnamed_203 = fragment_input_4.x + fragment_uniform_buffer_2[25u].z; precise float fragment_unnamed_204 = fragment_input_4.y + fragment_uniform_buffer_2[25u].w; precise float fragment_unnamed_229 = fragment_input_4.x + fragment_uniform_buffer_2[26u].x; precise float fragment_unnamed_230 = fragment_input_4.y + fragment_uniform_buffer_2[26u].y; precise float fragment_unnamed_231 = fragment_input_4.x + fragment_uniform_buffer_2[26u].z; precise float fragment_unnamed_232 = fragment_input_4.y + fragment_uniform_buffer_2[26u].w; fragment_unnamed_255 = dot(float4(_MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_201, fragment_unnamed_202), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_203, fragment_unnamed_204), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_229, fragment_unnamed_230), fragment_input_4.z).xxxx.x, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_unnamed_231, fragment_unnamed_232), fragment_input_4.z).xxxx.x), 0.25f.xxxx); } else { float fragment_unnamed_339; if (fragment_uniform_buffer_2[27u].y == 2.0f) { float fragment_unnamed_351 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_352 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_361 = (-0.0f) - fragment_unnamed_351; precise float fragment_unnamed_362 = (-0.0f) - fragment_unnamed_352; float fragment_unnamed_363 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_361); float fragment_unnamed_364 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_362); precise float fragment_unnamed_365 = fragment_unnamed_363 + 0.5f; precise float fragment_unnamed_366 = fragment_unnamed_363 + 1.0f; precise float fragment_unnamed_367 = fragment_unnamed_364 + 0.5f; precise float fragment_unnamed_368 = fragment_unnamed_364 + 1.0f; precise float fragment_unnamed_369 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_370 = fragment_unnamed_365 * fragment_unnamed_365; precise float fragment_unnamed_371 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_372 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_373 = fragment_unnamed_370 * 0.07999999821186065673828125f; precise float fragment_unnamed_375 = fragment_unnamed_372 * 0.07999999821186065673828125f; precise float fragment_unnamed_376 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_377 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_380 = (-0.0f) - fragment_unnamed_363; precise float fragment_unnamed_381 = (-0.0f) - fragment_unnamed_364; precise float fragment_unnamed_382 = fragment_unnamed_380 + 1.0f; precise float fragment_unnamed_383 = fragment_unnamed_381 + 1.0f; float fragment_unnamed_384 = min(fragment_unnamed_363, 0.0f); float fragment_unnamed_385 = min(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_386 = (-0.0f) - fragment_unnamed_384; precise float fragment_unnamed_387 = (-0.0f) - fragment_unnamed_385; float fragment_unnamed_390 = max(fragment_unnamed_363, 0.0f); float fragment_unnamed_391 = max(fragment_unnamed_364, 0.0f); precise float fragment_unnamed_392 = (-0.0f) - fragment_unnamed_390; precise float fragment_unnamed_393 = (-0.0f) - fragment_unnamed_391; precise float fragment_unnamed_396 = mad(fragment_unnamed_386, fragment_unnamed_384, fragment_unnamed_382) + 1.0f; precise float fragment_unnamed_397 = mad(fragment_unnamed_387, fragment_unnamed_385, fragment_unnamed_383) + 1.0f; precise float fragment_unnamed_398 = mad(fragment_unnamed_392, fragment_unnamed_390, fragment_unnamed_366) + 1.0f; precise float fragment_unnamed_399 = mad(fragment_unnamed_393, fragment_unnamed_391, fragment_unnamed_368) + 1.0f; precise float fragment_unnamed_400 = mad(fragment_unnamed_369, 0.5f, fragment_unnamed_376) * 0.1599999964237213134765625f; precise float fragment_unnamed_402 = mad(fragment_unnamed_371, 0.5f, fragment_unnamed_377) * 0.1599999964237213134765625f; precise float fragment_unnamed_403 = fragment_unnamed_382 * 0.1599999964237213134765625f; precise float fragment_unnamed_404 = fragment_unnamed_383 * 0.1599999964237213134765625f; precise float fragment_unnamed_405 = fragment_unnamed_396 * 0.1599999964237213134765625f; precise float fragment_unnamed_406 = fragment_unnamed_397 * 0.1599999964237213134765625f; precise float fragment_unnamed_407 = fragment_unnamed_398 * 0.1599999964237213134765625f; precise float fragment_unnamed_408 = fragment_unnamed_399 * 0.1599999964237213134765625f; precise float fragment_unnamed_409 = fragment_unnamed_366 * 0.1599999964237213134765625f; precise float fragment_unnamed_410 = fragment_unnamed_368 * 0.1599999964237213134765625f; precise float fragment_unnamed_411 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_412 = fragment_unnamed_373 + fragment_unnamed_409; precise float fragment_unnamed_413 = fragment_unnamed_403 + fragment_unnamed_400; precise float fragment_unnamed_414 = fragment_unnamed_407 + fragment_unnamed_405; precise float fragment_unnamed_415 = fragment_unnamed_402 + fragment_unnamed_404; precise float fragment_unnamed_416 = fragment_unnamed_406 + fragment_unnamed_408; precise float fragment_unnamed_417 = fragment_unnamed_410 + fragment_unnamed_375; precise float fragment_unnamed_418 = fragment_unnamed_403 / fragment_unnamed_413; precise float fragment_unnamed_419 = fragment_unnamed_407 / fragment_unnamed_414; precise float fragment_unnamed_420 = fragment_unnamed_373 / fragment_unnamed_412; precise float fragment_unnamed_421 = fragment_unnamed_418 + (-2.5f); precise float fragment_unnamed_423 = fragment_unnamed_419 + (-0.5f); precise float fragment_unnamed_425 = fragment_unnamed_420 + 1.5f; precise float fragment_unnamed_427 = fragment_unnamed_404 / fragment_unnamed_415; precise float fragment_unnamed_428 = fragment_unnamed_408 / fragment_unnamed_416; precise float fragment_unnamed_429 = fragment_unnamed_375 / fragment_unnamed_417; precise float fragment_unnamed_430 = fragment_unnamed_427 + (-2.5f); precise float fragment_unnamed_431 = fragment_unnamed_428 + (-0.5f); precise float fragment_unnamed_432 = fragment_unnamed_429 + 1.5f; precise float fragment_unnamed_436 = fragment_unnamed_423 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_437 = fragment_unnamed_421 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_438 = fragment_unnamed_425 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_442 = fragment_unnamed_430 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_443 = fragment_unnamed_431 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_444 = fragment_unnamed_432 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_483 = fragment_unnamed_415 * fragment_unnamed_413; precise float fragment_unnamed_484 = fragment_unnamed_415 * fragment_unnamed_414; precise float fragment_unnamed_485 = fragment_unnamed_415 * fragment_unnamed_412; precise float fragment_unnamed_486 = fragment_unnamed_416 * fragment_unnamed_413; precise float fragment_unnamed_487 = fragment_unnamed_416 * fragment_unnamed_411; precise float fragment_unnamed_488 = fragment_unnamed_416 * fragment_unnamed_412; precise float fragment_unnamed_489 = fragment_unnamed_417 * fragment_unnamed_413; precise float fragment_unnamed_490 = fragment_unnamed_417 * fragment_unnamed_414; precise float fragment_unnamed_491 = fragment_unnamed_417 * fragment_unnamed_412; precise float fragment_unnamed_505 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x * fragment_unnamed_484; float fragment_unnamed_541 = mad(fragment_unnamed_489, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_488, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_487, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_486, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_443)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_485, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_483, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_437), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_442)), fragment_input_4.z).xxxx.x, fragment_unnamed_505)))))); fragment_unnamed_339 = mad(fragment_unnamed_491, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_438), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_490, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_351, fragment_uniform_buffer_2[28u].x, fragment_unnamed_436), mad(fragment_unnamed_352, fragment_uniform_buffer_2[28u].y, fragment_unnamed_444)), fragment_input_4.z).xxxx.x, fragment_unnamed_541)); } else { float fragment_unnamed_566 = floor(mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, 0.5f)); float fragment_unnamed_567 = floor(mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, 0.5f)); precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_566; precise float fragment_unnamed_577 = (-0.0f) - fragment_unnamed_567; float fragment_unnamed_578 = mad(fragment_input_4.x, fragment_uniform_buffer_2[28u].z, fragment_unnamed_576); float fragment_unnamed_579 = mad(fragment_input_4.y, fragment_uniform_buffer_2[28u].w, fragment_unnamed_577); precise float fragment_unnamed_580 = fragment_unnamed_578 + 0.5f; precise float fragment_unnamed_581 = fragment_unnamed_578 + 1.0f; precise float fragment_unnamed_582 = fragment_unnamed_579 + 0.5f; precise float fragment_unnamed_583 = fragment_unnamed_579 + 1.0f; precise float fragment_unnamed_584 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_585 = fragment_unnamed_580 * fragment_unnamed_580; precise float fragment_unnamed_586 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_587 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_588 = fragment_unnamed_585 * 0.040816001594066619873046875f; precise float fragment_unnamed_590 = fragment_unnamed_587 * 0.040816001594066619873046875f; precise float fragment_unnamed_591 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_592 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_595 = (-0.0f) - fragment_unnamed_578; precise float fragment_unnamed_596 = (-0.0f) - fragment_unnamed_579; precise float fragment_unnamed_597 = fragment_unnamed_595 + 1.0f; precise float fragment_unnamed_598 = fragment_unnamed_596 + 1.0f; float fragment_unnamed_599 = min(fragment_unnamed_578, 0.0f); float fragment_unnamed_600 = min(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_601 = (-0.0f) - fragment_unnamed_599; precise float fragment_unnamed_602 = (-0.0f) - fragment_unnamed_600; float fragment_unnamed_605 = max(fragment_unnamed_578, 0.0f); float fragment_unnamed_606 = max(fragment_unnamed_579, 0.0f); precise float fragment_unnamed_607 = (-0.0f) - fragment_unnamed_605; precise float fragment_unnamed_608 = (-0.0f) - fragment_unnamed_606; precise float fragment_unnamed_611 = mad(fragment_unnamed_601, fragment_unnamed_599, fragment_unnamed_597) + 2.0f; precise float fragment_unnamed_612 = mad(fragment_unnamed_602, fragment_unnamed_600, fragment_unnamed_598) + 2.0f; precise float fragment_unnamed_613 = mad(fragment_unnamed_607, fragment_unnamed_605, fragment_unnamed_581) + 2.0f; precise float fragment_unnamed_614 = mad(fragment_unnamed_608, fragment_unnamed_606, fragment_unnamed_583) + 2.0f; precise float fragment_unnamed_615 = fragment_unnamed_613 * 0.08163200318813323974609375f; precise float fragment_unnamed_617 = mad(fragment_unnamed_586, 0.5f, fragment_unnamed_592) * 0.08163200318813323974609375f; precise float fragment_unnamed_618 = mad(fragment_unnamed_584, 0.5f, fragment_unnamed_591) * 0.08163200318813323974609375f; precise float fragment_unnamed_619 = fragment_unnamed_614 * 0.08163200318813323974609375f; precise float fragment_unnamed_620 = fragment_unnamed_611 * 0.08163200318813323974609375f; precise float fragment_unnamed_621 = fragment_unnamed_612 * 0.08163200318813323974609375f; float fragment_unnamed_626 = mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_627 = mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_628 = fragment_unnamed_626 + fragment_unnamed_618; precise float fragment_unnamed_629 = fragment_unnamed_620 + mad(fragment_unnamed_578, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_630 = fragment_unnamed_627 + fragment_unnamed_615; precise float fragment_unnamed_631 = fragment_unnamed_588 + mad(fragment_unnamed_578, 0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_634 = mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.08163200318813323974609375f); float fragment_unnamed_635 = mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_636 = fragment_unnamed_634 + fragment_unnamed_617; precise float fragment_unnamed_637 = fragment_unnamed_621 + mad(fragment_unnamed_579, -0.08163200318813323974609375f, 0.1632640063762664794921875f); precise float fragment_unnamed_638 = fragment_unnamed_635 + fragment_unnamed_619; precise float fragment_unnamed_639 = fragment_unnamed_590 + mad(fragment_unnamed_579, 0.08163200318813323974609375f, 0.08163200318813323974609375f); precise float fragment_unnamed_640 = fragment_unnamed_626 / fragment_unnamed_628; precise float fragment_unnamed_641 = fragment_unnamed_620 / fragment_unnamed_629; precise float fragment_unnamed_642 = fragment_unnamed_627 / fragment_unnamed_630; precise float fragment_unnamed_643 = fragment_unnamed_588 / fragment_unnamed_631; precise float fragment_unnamed_644 = fragment_unnamed_640 + (-3.5f); precise float fragment_unnamed_646 = fragment_unnamed_641 + (-1.5f); precise float fragment_unnamed_648 = fragment_unnamed_642 + 0.5f; precise float fragment_unnamed_649 = fragment_unnamed_643 + 2.5f; precise float fragment_unnamed_651 = fragment_unnamed_634 / fragment_unnamed_636; precise float fragment_unnamed_652 = fragment_unnamed_621 / fragment_unnamed_637; precise float fragment_unnamed_653 = fragment_unnamed_635 / fragment_unnamed_638; precise float fragment_unnamed_654 = fragment_unnamed_590 / fragment_unnamed_639; precise float fragment_unnamed_655 = fragment_unnamed_651 + (-3.5f); precise float fragment_unnamed_656 = fragment_unnamed_652 + (-1.5f); precise float fragment_unnamed_657 = fragment_unnamed_653 + 0.5f; precise float fragment_unnamed_658 = fragment_unnamed_654 + 2.5f; precise float fragment_unnamed_662 = fragment_unnamed_649 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_663 = fragment_unnamed_644 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_664 = fragment_unnamed_646 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_665 = fragment_unnamed_648 * fragment_uniform_buffer_2[28u].x; precise float fragment_unnamed_669 = fragment_unnamed_655 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_670 = fragment_unnamed_658 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_671 = fragment_unnamed_656 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_672 = fragment_unnamed_657 * fragment_uniform_buffer_2[28u].y; precise float fragment_unnamed_749 = fragment_unnamed_636 * fragment_unnamed_628; precise float fragment_unnamed_750 = fragment_unnamed_636 * fragment_unnamed_629; precise float fragment_unnamed_751 = fragment_unnamed_636 * fragment_unnamed_630; precise float fragment_unnamed_752 = fragment_unnamed_636 * fragment_unnamed_631; precise float fragment_unnamed_753 = fragment_unnamed_637 * fragment_unnamed_628; precise float fragment_unnamed_754 = fragment_unnamed_637 * fragment_unnamed_629; precise float fragment_unnamed_755 = fragment_unnamed_637 * fragment_unnamed_630; precise float fragment_unnamed_756 = fragment_unnamed_637 * fragment_unnamed_631; precise float fragment_unnamed_757 = fragment_unnamed_638 * fragment_unnamed_628; precise float fragment_unnamed_758 = fragment_unnamed_638 * fragment_unnamed_629; precise float fragment_unnamed_759 = fragment_unnamed_638 * fragment_unnamed_630; precise float fragment_unnamed_760 = fragment_unnamed_638 * fragment_unnamed_631; precise float fragment_unnamed_761 = fragment_unnamed_639 * fragment_unnamed_628; precise float fragment_unnamed_762 = fragment_unnamed_639 * fragment_unnamed_629; precise float fragment_unnamed_763 = fragment_unnamed_639 * fragment_unnamed_630; precise float fragment_unnamed_764 = fragment_unnamed_639 * fragment_unnamed_631; precise float fragment_unnamed_778 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x * fragment_unnamed_750; float fragment_unnamed_814 = mad(fragment_unnamed_755, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_754, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_753, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_752, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_751, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_749, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_669)), fragment_input_4.z).xxxx.x, fragment_unnamed_778)))))); float fragment_unnamed_856 = mad(fragment_unnamed_761, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_760, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_759, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_758, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_757, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_663), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_672)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_756, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_671)), fragment_input_4.z).xxxx.x, fragment_unnamed_814)))))); fragment_unnamed_339 = mad(fragment_unnamed_764, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_662), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_763, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_665), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, mad(fragment_unnamed_762, _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(mad(fragment_unnamed_566, fragment_uniform_buffer_2[28u].x, fragment_unnamed_664), mad(fragment_unnamed_567, fragment_uniform_buffer_2[28u].y, fragment_unnamed_670)), fragment_input_4.z).xxxx.x, fragment_unnamed_856))); } fragment_unnamed_255 = fragment_unnamed_339; } fragment_unnamed_254 = fragment_unnamed_255; } else { fragment_unnamed_254 = _MainLightShadowmapTexture.SampleCmpLevelZero(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_input_4.z).xxxx.x; } precise float fragment_unnamed_259 = (-0.0f) - fragment_uniform_buffer_2[27u].x; precise float fragment_unnamed_260 = fragment_unnamed_259 + 1.0f; float fragment_unnamed_278 = asfloat(((((fragment_input_4.z >= 1.0f) ? 4294967295u : 0u) | ((0.0f >= fragment_input_4.z) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(mad(fragment_unnamed_254, fragment_uniform_buffer_2[27u].x, fragment_unnamed_260))); float4 fragment_unnamed_298 = _MainTex.SampleBias(sampler_MainTex, float2(fragment_input_0.x, fragment_input_0.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_309 = fragment_unnamed_298.x * fragment_input_2.x; precise float fragment_unnamed_310 = fragment_unnamed_298.y * fragment_input_2.y; precise float fragment_unnamed_311 = fragment_unnamed_298.z * fragment_input_2.z; precise float fragment_unnamed_312 = mad(fragment_input_3.x, fragment_unnamed_278, fragment_unnamed_163) * fragment_unnamed_309; precise float fragment_unnamed_313 = mad(fragment_input_3.y, fragment_unnamed_278, fragment_unnamed_164) * fragment_unnamed_310; precise float fragment_unnamed_314 = mad(fragment_input_3.z, fragment_unnamed_278, fragment_unnamed_165) * fragment_unnamed_311; fragment_output_3.x = fragment_unnamed_312; fragment_output_3.y = fragment_unnamed_313; fragment_output_3.z = fragment_unnamed_314; fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; fragment_output_1.x = 0.0f; fragment_output_1.y = 0.0f; fragment_output_1.z = 0.0f; fragment_output_1.w = 1.0f; fragment_output_2.x = fragment_input_5.x; fragment_output_2.y = fragment_input_5.y; fragment_output_2.z = fragment_input_5.z; fragment_output_2.w = 0.0f; fragment_output_3.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_uniform_buffer_1[27] = float4(unity_SHAr[0], unity_SHAr[1], unity_SHAr[2], unity_SHAr[3]); fragment_uniform_buffer_1[28] = float4(unity_SHAg[0], unity_SHAg[1], unity_SHAg[2], unity_SHAg[3]); fragment_uniform_buffer_1[29] = float4(unity_SHAb[0], unity_SHAb[1], unity_SHAb[2], unity_SHAb[3]); fragment_uniform_buffer_1[30] = float4(unity_SHBr[0], unity_SHBr[1], unity_SHBr[2], unity_SHBr[3]); fragment_uniform_buffer_1[31] = float4(unity_SHBg[0], unity_SHBg[1], unity_SHBg[2], unity_SHBg[3]); fragment_uniform_buffer_1[32] = float4(unity_SHBb[0], unity_SHBb[1], unity_SHBb[2], unity_SHBb[3]); fragment_uniform_buffer_1[33] = float4(unity_SHC[0], unity_SHC[1], unity_SHC[2], unity_SHC[3]); fragment_uniform_buffer_2[25] = float4(_MainLightShadowOffset0[0], _MainLightShadowOffset0[1], _MainLightShadowOffset0[2], _MainLightShadowOffset0[3]); fragment_uniform_buffer_2[26] = float4(_MainLightShadowOffset1[0], _MainLightShadowOffset1[1], _MainLightShadowOffset1[2], _MainLightShadowOffset1[3]); fragment_uniform_buffer_2[28] = float4(_MainLightShadowmapSize[0], _MainLightShadowmapSize[1], _MainLightShadowmapSize[2], _MainLightShadowmapSize[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; stage_output.fragment_output_1 = fragment_output_1; stage_output.fragment_output_2 = fragment_output_2; stage_output.fragment_output_3 = fragment_output_3; return stage_output; } #endif // _MAIN_LIGHT_SHADOWS #endif // _SHADOWS_SOFT #endif // !STEREO_INSTANCING_ON #endif // !_MAIN_LIGHT_SHADOWS_CASCADE #endif // !_MIXED_LIGHTING_SUBTRACTIVE // Fallback Shader Code #ifndef ANY_SHADER_VARIANT_ACTIVE // https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html float4x4 unity_MatrixMVP; struct Vertex_Stage_Input { float3 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { // Output solid grey color (e.g., 50% grey) return float4(0.5, 0.5, 0.5, 1.0); // RGBA } #endif // !ANY_SHADER_VARIANT_ACTIVE ENDHLSL } Pass { Name "DepthOnly" LOD 100 Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DepthOnly" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Unlit" } ColorMask B GpuProgramID 190705 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4x4 unity_ObjectToWorld; static float4 vertex_uniform_buffer_0[83]; static float4 vertex_uniform_buffer_1[4]; static float4 gl_Position; static float4 vertex_input_0; static float2 vertex_input_1; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : TEXCOORD; // TEXCOORD }; struct Vertex_Stage_Output { float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_37 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_38 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_39 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_40 = vertex_input_0.y * vertex_uniform_buffer_1[1u].w; precise float vertex_unnamed_74 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_37)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_75 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_38)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_76 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_39)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_77 = mad(vertex_uniform_buffer_1[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].w, vertex_input_0.x, vertex_unnamed_40)) + vertex_uniform_buffer_1[3u].w; precise float vertex_unnamed_85 = vertex_unnamed_75 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_86 = vertex_unnamed_75 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_87 = vertex_unnamed_75 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_88 = vertex_unnamed_75 * vertex_uniform_buffer_0[80u].w; gl_Position.x = mad(vertex_uniform_buffer_0[82u].x, vertex_unnamed_77, mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_76, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_74, vertex_unnamed_85))); gl_Position.y = mad(vertex_uniform_buffer_0[82u].y, vertex_unnamed_77, mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_76, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_74, vertex_unnamed_86))); gl_Position.z = mad(vertex_uniform_buffer_0[82u].z, vertex_unnamed_77, mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_76, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_74, vertex_unnamed_87))); gl_Position.w = mad(vertex_uniform_buffer_0[82u].w, vertex_unnamed_77, mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_76, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_74, vertex_unnamed_88))); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_ObjectToWorld; float4x4 unity_StereoMatrixVP[2]; static float4 vertex_uniform_buffer_0[4]; static float4 vertex_uniform_buffer_1[40]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float2 vertex_input_1; static uint vertex_output_1; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float2 vertex_input_1 : TEXCOORD; // TEXCOORD uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_1 : SV_InstanceID; // SV_InstanceID float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { precise float vertex_unnamed_42 = vertex_input_0.y * vertex_uniform_buffer_0[1u].x; precise float vertex_unnamed_43 = vertex_input_0.y * vertex_uniform_buffer_0[1u].y; precise float vertex_unnamed_44 = vertex_input_0.y * vertex_uniform_buffer_0[1u].z; precise float vertex_unnamed_45 = vertex_input_0.y * vertex_uniform_buffer_0[1u].w; precise float vertex_unnamed_79 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_unnamed_42)) + vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_80 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_unnamed_43)) + vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_81 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_unnamed_44)) + vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_82 = mad(vertex_uniform_buffer_0[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].w, vertex_input_0.x, vertex_unnamed_45)) + vertex_uniform_buffer_0[3u].w; uint vertex_unnamed_87 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_88 = vertex_unnamed_87 << 2u; gl_Layer = int(vertex_unnamed_87); uint vertex_unnamed_89 = vertex_unnamed_88 + 33u; precise float vertex_unnamed_97 = vertex_unnamed_80 * vertex_uniform_buffer_1[vertex_unnamed_89].x; precise float vertex_unnamed_98 = vertex_unnamed_80 * vertex_uniform_buffer_1[vertex_unnamed_89].y; precise float vertex_unnamed_99 = vertex_unnamed_80 * vertex_uniform_buffer_1[vertex_unnamed_89].z; precise float vertex_unnamed_100 = vertex_unnamed_80 * vertex_uniform_buffer_1[vertex_unnamed_89].w; uint vertex_unnamed_101 = vertex_unnamed_88 + 32u; uint vertex_unnamed_113 = vertex_unnamed_88 + 34u; uint vertex_unnamed_125 = vertex_unnamed_88 + 35u; gl_Position.x = mad(vertex_uniform_buffer_1[vertex_unnamed_125].x, vertex_unnamed_82, mad(vertex_uniform_buffer_1[vertex_unnamed_113].x, vertex_unnamed_81, mad(vertex_uniform_buffer_1[vertex_unnamed_101].x, vertex_unnamed_79, vertex_unnamed_97))); gl_Position.y = mad(vertex_uniform_buffer_1[vertex_unnamed_125].y, vertex_unnamed_82, mad(vertex_uniform_buffer_1[vertex_unnamed_113].y, vertex_unnamed_81, mad(vertex_uniform_buffer_1[vertex_unnamed_101].y, vertex_unnamed_79, vertex_unnamed_98))); gl_Position.z = mad(vertex_uniform_buffer_1[vertex_unnamed_125].z, vertex_unnamed_82, mad(vertex_uniform_buffer_1[vertex_unnamed_113].z, vertex_unnamed_81, mad(vertex_uniform_buffer_1[vertex_unnamed_101].z, vertex_unnamed_79, vertex_unnamed_99))); gl_Position.w = mad(vertex_uniform_buffer_1[vertex_unnamed_125].w, vertex_unnamed_82, mad(vertex_uniform_buffer_1[vertex_unnamed_113].w, vertex_unnamed_81, mad(vertex_uniform_buffer_1[vertex_unnamed_101].w, vertex_unnamed_79, vertex_unnamed_100))); vertex_output_1 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_0[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_0[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_0[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_1[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_1[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_1[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_1[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_1[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_1[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_1[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE static float4 gl_FragCoord; static float fragment_output_0; struct Fragment_Stage_Input { float4 gl_FragCoord : SV_Position; }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { fragment_output_0 = gl_FragCoord.z; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE static float4 gl_FragCoord; static uint fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_1 : SV_InstanceID; // SV_InstanceID float4 gl_FragCoord : SV_Position; }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { fragment_output_0 = gl_FragCoord.z; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "DepthNormals" LOD 100 Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DepthNormals" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Unlit" } GpuProgramID 241999 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_MatrixVP; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightmapST; float4 _Splat0_ST; float4 _Splat1_ST; float4 _Splat2_ST; float4 _Splat3_ST; static float4 vertex_uniform_buffer_0[83]; static float4 vertex_uniform_buffer_1[26]; static float4 vertex_uniform_buffer_2[23]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_0; static float4 vertex_output_1; static float4 vertex_output_2; static float3 vertex_output_3; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float2 vertex_input_2 : TEXCOORD0; // TEXCOORD }; struct Vertex_Stage_Output { float4 vertex_output_0 : TEXCOORD; // TEXCOORD float4 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float3 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; }; void vert_main() { vertex_output_0.z = mad(vertex_input_2.x, vertex_uniform_buffer_1[25u].x, vertex_uniform_buffer_1[25u].z); vertex_output_0.w = mad(vertex_input_2.y, vertex_uniform_buffer_1[25u].y, vertex_uniform_buffer_1[25u].w); vertex_output_0.x = vertex_input_2.x; vertex_output_0.y = vertex_input_2.y; vertex_output_1.x = mad(vertex_input_2.x, vertex_uniform_buffer_2[19u].x, vertex_uniform_buffer_2[19u].z); vertex_output_1.y = mad(vertex_input_2.y, vertex_uniform_buffer_2[19u].y, vertex_uniform_buffer_2[19u].w); vertex_output_1.z = mad(vertex_input_2.x, vertex_uniform_buffer_2[20u].x, vertex_uniform_buffer_2[20u].z); vertex_output_1.w = mad(vertex_input_2.y, vertex_uniform_buffer_2[20u].y, vertex_uniform_buffer_2[20u].w); vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_2[21u].x, vertex_uniform_buffer_2[21u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_2[21u].y, vertex_uniform_buffer_2[21u].w); vertex_output_2.z = mad(vertex_input_2.x, vertex_uniform_buffer_2[22u].x, vertex_uniform_buffer_2[22u].z); vertex_output_2.w = mad(vertex_input_2.y, vertex_uniform_buffer_2[22u].y, vertex_uniform_buffer_2[22u].w); float vertex_unnamed_149 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_1[4u].xyz)); float vertex_unnamed_164 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_1[5u].xyz)); float vertex_unnamed_179 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_1[6u].xyz)); float vertex_unnamed_187 = rsqrt(max(dot(float3(vertex_unnamed_149, vertex_unnamed_164, vertex_unnamed_179), float3(vertex_unnamed_149, vertex_unnamed_164, vertex_unnamed_179)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_188 = vertex_unnamed_187 * vertex_unnamed_149; precise float vertex_unnamed_189 = vertex_unnamed_187 * vertex_unnamed_164; precise float vertex_unnamed_190 = vertex_unnamed_187 * vertex_unnamed_179; vertex_output_3.x = vertex_unnamed_188; vertex_output_3.y = vertex_unnamed_189; vertex_output_3.z = vertex_unnamed_190; precise float vertex_unnamed_201 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_202 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_203 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_229 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_201)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_230 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_202)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_231 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_203)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_239 = vertex_unnamed_230 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_240 = vertex_unnamed_230 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_241 = vertex_unnamed_230 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_242 = vertex_unnamed_230 * vertex_uniform_buffer_0[80u].w; precise float vertex_unnamed_272 = mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_231, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_229, vertex_unnamed_239)) + vertex_uniform_buffer_0[82u].x; precise float vertex_unnamed_273 = mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_231, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_229, vertex_unnamed_240)) + vertex_uniform_buffer_0[82u].y; precise float vertex_unnamed_274 = mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_231, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_229, vertex_unnamed_241)) + vertex_uniform_buffer_0[82u].z; precise float vertex_unnamed_275 = mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_231, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_229, vertex_unnamed_242)) + vertex_uniform_buffer_0[82u].w; gl_Position.x = vertex_unnamed_272; gl_Position.y = vertex_unnamed_273; gl_Position.z = vertex_unnamed_274; gl_Position.w = vertex_unnamed_275; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_1[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_1[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_1[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_1[25] = float4(unity_LightmapST[0], unity_LightmapST[1], unity_LightmapST[2], unity_LightmapST[3]); vertex_uniform_buffer_2[19] = float4(_Splat0_ST[0], _Splat0_ST[1], _Splat0_ST[2], _Splat0_ST[3]); vertex_uniform_buffer_2[20] = float4(_Splat1_ST[0], _Splat1_ST[1], _Splat1_ST[2], _Splat1_ST[3]); vertex_uniform_buffer_2[21] = float4(_Splat2_ST[0], _Splat2_ST[1], _Splat2_ST[2], _Splat2_ST[3]); vertex_uniform_buffer_2[22] = float4(_Splat3_ST[0], _Splat3_ST[1], _Splat3_ST[2], _Splat3_ST[3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LightmapST; float4x4 unity_StereoMatrixVP[2]; float4 _Splat0_ST; float4 _Splat1_ST; float4 _Splat2_ST; float4 _Splat3_ST; static float4 vertex_uniform_buffer_0[26]; static float4 vertex_uniform_buffer_1[40]; static float4 vertex_uniform_buffer_2[23]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float3 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_0; static float4 vertex_output_1; static float4 vertex_output_2; static float3 vertex_output_3; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float2 vertex_input_2 : TEXCOORD0; // TEXCOORD uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_0 : TEXCOORD; // TEXCOORD float4 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float3 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { vertex_output_0.z = mad(vertex_input_2.x, vertex_uniform_buffer_0[25u].x, vertex_uniform_buffer_0[25u].z); vertex_output_0.w = mad(vertex_input_2.y, vertex_uniform_buffer_0[25u].y, vertex_uniform_buffer_0[25u].w); vertex_output_0.x = vertex_input_2.x; vertex_output_0.y = vertex_input_2.y; vertex_output_1.x = mad(vertex_input_2.x, vertex_uniform_buffer_2[19u].x, vertex_uniform_buffer_2[19u].z); vertex_output_1.y = mad(vertex_input_2.y, vertex_uniform_buffer_2[19u].y, vertex_uniform_buffer_2[19u].w); vertex_output_1.z = mad(vertex_input_2.x, vertex_uniform_buffer_2[20u].x, vertex_uniform_buffer_2[20u].z); vertex_output_1.w = mad(vertex_input_2.y, vertex_uniform_buffer_2[20u].y, vertex_uniform_buffer_2[20u].w); vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_2[21u].x, vertex_uniform_buffer_2[21u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_2[21u].y, vertex_uniform_buffer_2[21u].w); vertex_output_2.z = mad(vertex_input_2.x, vertex_uniform_buffer_2[22u].x, vertex_uniform_buffer_2[22u].z); vertex_output_2.w = mad(vertex_input_2.y, vertex_uniform_buffer_2[22u].y, vertex_uniform_buffer_2[22u].w); float vertex_unnamed_153 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_0[4u].xyz)); float vertex_unnamed_168 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_0[5u].xyz)); float vertex_unnamed_183 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_0[6u].xyz)); float vertex_unnamed_191 = rsqrt(max(dot(float3(vertex_unnamed_153, vertex_unnamed_168, vertex_unnamed_183), float3(vertex_unnamed_153, vertex_unnamed_168, vertex_unnamed_183)), 1.1754943508222875079687365372222e-38f)); precise float vertex_unnamed_192 = vertex_unnamed_191 * vertex_unnamed_153; precise float vertex_unnamed_193 = vertex_unnamed_191 * vertex_unnamed_168; precise float vertex_unnamed_194 = vertex_unnamed_191 * vertex_unnamed_183; vertex_output_3.x = vertex_unnamed_192; vertex_output_3.y = vertex_unnamed_193; vertex_output_3.z = vertex_unnamed_194; precise float vertex_unnamed_205 = vertex_input_0.y * vertex_uniform_buffer_0[1u].x; precise float vertex_unnamed_206 = vertex_input_0.y * vertex_uniform_buffer_0[1u].y; precise float vertex_unnamed_207 = vertex_input_0.y * vertex_uniform_buffer_0[1u].z; precise float vertex_unnamed_233 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_unnamed_205)) + vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_234 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_unnamed_206)) + vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_235 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_unnamed_207)) + vertex_uniform_buffer_0[3u].z; uint vertex_unnamed_240 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_241 = vertex_unnamed_240 << 2u; gl_Layer = int(vertex_unnamed_240); uint vertex_unnamed_242 = vertex_unnamed_241 + 33u; precise float vertex_unnamed_250 = vertex_unnamed_234 * vertex_uniform_buffer_1[vertex_unnamed_242].x; precise float vertex_unnamed_251 = vertex_unnamed_234 * vertex_uniform_buffer_1[vertex_unnamed_242].y; precise float vertex_unnamed_252 = vertex_unnamed_234 * vertex_uniform_buffer_1[vertex_unnamed_242].z; precise float vertex_unnamed_253 = vertex_unnamed_234 * vertex_uniform_buffer_1[vertex_unnamed_242].w; uint vertex_unnamed_254 = vertex_unnamed_241 + 32u; uint vertex_unnamed_266 = vertex_unnamed_241 + 34u; uint vertex_unnamed_278 = vertex_unnamed_241 + 35u; precise float vertex_unnamed_286 = mad(vertex_uniform_buffer_1[vertex_unnamed_266].x, vertex_unnamed_235, mad(vertex_uniform_buffer_1[vertex_unnamed_254].x, vertex_unnamed_233, vertex_unnamed_250)) + vertex_uniform_buffer_1[vertex_unnamed_278].x; precise float vertex_unnamed_287 = mad(vertex_uniform_buffer_1[vertex_unnamed_266].y, vertex_unnamed_235, mad(vertex_uniform_buffer_1[vertex_unnamed_254].y, vertex_unnamed_233, vertex_unnamed_251)) + vertex_uniform_buffer_1[vertex_unnamed_278].y; precise float vertex_unnamed_288 = mad(vertex_uniform_buffer_1[vertex_unnamed_266].z, vertex_unnamed_235, mad(vertex_uniform_buffer_1[vertex_unnamed_254].z, vertex_unnamed_233, vertex_unnamed_252)) + vertex_uniform_buffer_1[vertex_unnamed_278].z; precise float vertex_unnamed_289 = mad(vertex_uniform_buffer_1[vertex_unnamed_266].w, vertex_unnamed_235, mad(vertex_uniform_buffer_1[vertex_unnamed_254].w, vertex_unnamed_233, vertex_unnamed_253)) + vertex_uniform_buffer_1[vertex_unnamed_278].w; gl_Position.x = vertex_unnamed_286; gl_Position.y = vertex_unnamed_287; gl_Position.z = vertex_unnamed_288; gl_Position.w = vertex_unnamed_289; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_0[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_0[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_0[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_0[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_0[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_0[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_0[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_0[25] = float4(unity_LightmapST[0], unity_LightmapST[1], unity_LightmapST[2], unity_LightmapST[3]); vertex_uniform_buffer_1[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_1[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_1[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_1[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_1[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_1[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_1[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_1[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_2[19] = float4(_Splat0_ST[0], _Splat0_ST[1], _Splat0_ST[2], _Splat0_ST[3]); vertex_uniform_buffer_2[20] = float4(_Splat1_ST[0], _Splat1_ST[1], _Splat1_ST[2], _Splat1_ST[3]); vertex_uniform_buffer_2[21] = float4(_Splat2_ST[0], _Splat2_ST[1], _Splat2_ST[2], _Splat2_ST[3]); vertex_uniform_buffer_2[22] = float4(_Splat3_ST[0], _Splat3_ST[1], _Splat3_ST[2], _Splat3_ST[3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE static float4 fragment_input_0; static float4 fragment_input_1; static float4 fragment_input_2; static float3 fragment_input_3; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_0 : TEXCOORD; // TEXCOORD float4 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float3 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_38 = rsqrt(dot(float3(fragment_input_3.x, fragment_input_3.y, fragment_input_3.z), float3(fragment_input_3.x, fragment_input_3.y, fragment_input_3.z))); precise float fragment_unnamed_45 = fragment_unnamed_38 * fragment_input_3.x; precise float fragment_unnamed_46 = fragment_unnamed_38 * fragment_input_3.y; precise float fragment_unnamed_47 = fragment_unnamed_38 * fragment_input_3.z; fragment_output_0.x = fragment_unnamed_45; fragment_output_0.y = fragment_unnamed_46; fragment_output_0.z = fragment_unnamed_47; fragment_output_0.w = 0.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE static float4 fragment_input_0; static float4 fragment_input_1; static float4 fragment_input_2; static float3 fragment_input_3; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_0 : TEXCOORD; // TEXCOORD float4 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float3 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_40 = rsqrt(dot(float3(fragment_input_3.x, fragment_input_3.y, fragment_input_3.z), float3(fragment_input_3.x, fragment_input_3.y, fragment_input_3.z))); precise float fragment_unnamed_47 = fragment_unnamed_40 * fragment_input_3.x; precise float fragment_unnamed_48 = fragment_unnamed_40 * fragment_input_3.y; precise float fragment_unnamed_49 = fragment_unnamed_40 * fragment_input_3.z; fragment_output_0.x = fragment_unnamed_47; fragment_output_0.y = fragment_unnamed_48; fragment_output_0.z = fragment_unnamed_49; fragment_output_0.w = 0.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_0 = stage_input.fragment_input_0; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }