Äê‚ H#ifdef VERTEX #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; uniform vec4 _Color; UNITY_BINDING(0) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_WorldToObject[4]; vec4 Xhlslcc_UnusedXunity_LODFade; vec4 Xhlslcc_UnusedXunity_WorldTransformParams; vec4 Xhlslcc_UnusedXunity_RenderingLayer; vec4 Xhlslcc_UnusedXunity_PackedLightIndices; vec4 Xhlslcc_UnusedXunity_LightData; vec4 Xhlslcc_UnusedXunity_ProbesOcclusion; vec4 Xhlslcc_UnusedXunity_SpecCube0_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube1_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube0_ProbePosition; vec4 Xhlslcc_UnusedXunity_SpecCube0_Rotation; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube1_ProbePosition; vec4 Xhlslcc_UnusedXunity_SpecCube1_Rotation; vec4 Xhlslcc_UnusedXunity_LightmapST; vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; vec4 Xhlslcc_UnusedXunity_SHAr; vec4 Xhlslcc_UnusedXunity_SHAg; vec4 Xhlslcc_UnusedXunity_SHAb; vec4 Xhlslcc_UnusedXunity_SHBr; vec4 Xhlslcc_UnusedXunity_SHBg; vec4 Xhlslcc_UnusedXunity_SHBb; vec4 Xhlslcc_UnusedXunity_SHC; vec4 Xhlslcc_UnusedXunity_RendererBounds_Min; vec4 Xhlslcc_UnusedXunity_RendererBounds_Max; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousM[4]; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousMI[4]; vec4 Xhlslcc_UnusedXunity_MotionVectorsParams; vec4 Xhlslcc_UnusedXunity_SpriteColor; vec4 unity_SpriteProps; }; in vec3 in_POSITION0; in vec2 in_TEXCOORD0; in vec4 in_COLOR0; out vec2 vs_TEXCOORD0; out vec4 vs_COLOR0; vec4 u_xlat0; vec4 u_xlat1; void main() { u_xlat0.xy = in_POSITION0.xy * unity_SpriteProps.xy; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_COLOR0 = in_COLOR0 * _Color.wwww; return; } #endif #ifdef FRAGMENT #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform float _ShadowAlphaCutoff; UNITY_LOCATION(0) uniform sampler2D _MainTex; in vec2 vs_TEXCOORD0; in vec4 vs_COLOR0; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; bool u_xlatb1; void main() { u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy); u_xlat0.x = u_xlat0.w * vs_COLOR0.w; u_xlatb1 = _ShadowAlphaCutoff>=u_xlat0.x; if(((int(u_xlatb1) * int(0xffffffffu)))!=0){discard;} SV_Target0.xyw = vec3(0.0, 0.0, 0.0); SV_Target0.z = u_xlat0.x; return; } #endif $Globals_ShadowAlphaCutoff _MainTex_ST@_ColorP UnityPerDrawàunity_SpritePropsÐunity_ObjectToWorld_MainTex$Globalsÿÿÿÿ UnityPerDraw