lÂê‚  REFLECTION_PROBE_ROTATION_ADDITIONAL_LIGHT_SHADOWS_CLUSTER_LIGHT_LOOP _LIGHT_LAYERS_MAIN_LIGHT_SHADOWS _NORMALMAP_REFLECTION_PROBE_ATLAS_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION_SCREEN_SPACE_OCCLUSION_SPECULAR_SETUPY·#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]; UNITY_BINDING(4) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 hlslcc_mtx4x4unity_WorldToObject[4]; vec4 Xhlslcc_UnusedXunity_LODFade; vec4 unity_WorldTransformParams; vec4 unity_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 unity_SHAr; vec4 unity_SHAg; vec4 unity_SHAb; vec4 unity_SHBr; vec4 unity_SHBg; vec4 unity_SHBb; vec4 unity_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 Xhlslcc_UnusedXunity_SpriteProps; }; UNITY_BINDING(5) uniform UnityPerMaterial { vec4 _BaseMap_ST; vec4 Xhlslcc_UnusedX_BaseMap_TexelSize; vec4 Xhlslcc_UnusedX_DetailAlbedoMap_ST; vec4 _BaseColor; vec4 _SpecColor; vec4 Xhlslcc_UnusedX_EmissionColor; float Xhlslcc_UnusedX_Cutoff; float _Smoothness; float Xhlslcc_UnusedX_Metallic; float _BumpScale; float Xhlslcc_UnusedX_Parallax; float Xhlslcc_UnusedX_OcclusionStrength; float Xhlslcc_UnusedX_ClearCoatMask; float Xhlslcc_UnusedX_ClearCoatSmoothness; float Xhlslcc_UnusedX_DetailAlbedoMapScale; float Xhlslcc_UnusedX_DetailNormalMapScale; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_ST; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_TexelSize; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_MipInfo; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_StreamInfo; }; UNITY_BINDING(6) uniform LightShadows { vec4 hlslcc_mtx4x4_MainLightWorldToShadow[20]; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres0; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres1; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres2; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres3; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSphereRadii; vec4 Xhlslcc_UnusedX_MainLightShadowOffset0; vec4 Xhlslcc_UnusedX_MainLightShadowOffset1; vec4 _MainLightShadowParams; vec4 Xhlslcc_UnusedX_MainLightShadowmapSize; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset0; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset1; vec4 _AdditionalShadowFadeParams; vec4 Xhlslcc_UnusedX_AdditionalShadowmapSize; vec4 _AdditionalShadowParams[32]; vec4 hlslcc_mtx4x4_AdditionalLightsWorldToShadow[128]; }; in vec4 in_POSITION0; in vec3 in_NORMAL0; in vec4 in_TANGENT0; in vec2 in_TEXCOORD0; out vec2 vs_TEXCOORD0; out float vs_TEXCOORD5; out vec3 vs_TEXCOORD1; out vec3 vs_TEXCOORD2; out vec4 vs_TEXCOORD3; out vec4 vs_TEXCOORD6; out vec3 vs_TEXCOORD8; vec4 u_xlat0; vec4 u_xlat1; float u_xlat6; bool u_xlatb6; void main() { vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; vs_TEXCOORD5 = 0.0; u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz; u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; vs_TEXCOORD1.xyz = u_xlat0.xyz; u_xlat1.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat1.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat1.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat6 = max(u_xlat6, 1.17549435e-38); u_xlat6 = inversesqrt(u_xlat6); vs_TEXCOORD2.xyz = vec3(u_xlat6) * u_xlat1.xyz; u_xlat1.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz; u_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat6 = max(u_xlat6, 1.17549435e-38); u_xlat6 = inversesqrt(u_xlat6); vs_TEXCOORD3.xyz = vec3(u_xlat6) * u_xlat1.xyz; u_xlatb6 = unity_WorldTransformParams.w>=0.0; u_xlat6 = (u_xlatb6) ? 1.0 : -1.0; vs_TEXCOORD3.w = u_xlat6 * in_TANGENT0.w; u_xlat1.xyz = u_xlat0.yyy * hlslcc_mtx4x4_MainLightWorldToShadow[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[0].xyz * u_xlat0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4_MainLightWorldToShadow[2].xyz * u_xlat0.zzz + u_xlat1.xyz; vs_TEXCOORD6.xyz = u_xlat1.xyz + hlslcc_mtx4x4_MainLightWorldToShadow[3].xyz; vs_TEXCOORD6.w = 0.0; vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0); u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; gl_Position = u_xlat0 + hlslcc_mtx4x4unity_MatrixVP[3]; 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 vec4 _GlossyEnvironmentCubeMap_HDR; uniform vec4 _ScaledScreenParams; uniform vec2 _GlobalMipBias; uniform vec4 _MainLightPosition; uniform vec4 _MainLightColor; uniform uint _MainLightLayerMask; uniform vec4 _AmbientOcclusionParam; uniform vec4 _FPParams0; uniform vec4 _FPParams1; uniform vec4 _FPParams2; uniform float _AdditionalLightsLayerMasks[32]; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_OrthoParams; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; UNITY_BINDING(0) uniform AdditionalLights { vec4 _AdditionalLightsPosition[32]; vec4 _AdditionalLightsColor[32]; vec4 _AdditionalLightsAttenuation[32]; vec4 _AdditionalLightsSpotDir[32]; vec4 Xhlslcc_UnusedX_AdditionalLightsOcclusionProbes[32]; }; UNITY_BINDING(1) uniform urp_ZBinBuffer { vec4 urp_ZBins[1024]; }; UNITY_BINDING(2) uniform urp_TileBuffer { vec4 urp_Tiles[1024]; }; UNITY_BINDING(3) uniform urp_ReflectionProbeBuffer { vec4 urp_ReflProbes_BoxMax[32]; vec4 urp_ReflProbes_BoxMin[32]; vec4 urp_ReflProbes_ProbePosition[32]; vec4 urp_ReflProbes_MipScaleOffset[224]; vec4 urp_ReflProbes_Rotation[32]; }; UNITY_BINDING(4) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 hlslcc_mtx4x4unity_WorldToObject[4]; vec4 Xhlslcc_UnusedXunity_LODFade; vec4 unity_WorldTransformParams; vec4 unity_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 unity_SHAr; vec4 unity_SHAg; vec4 unity_SHAb; vec4 unity_SHBr; vec4 unity_SHBg; vec4 unity_SHBb; vec4 unity_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 Xhlslcc_UnusedXunity_SpriteProps; }; UNITY_BINDING(5) uniform UnityPerMaterial { vec4 _BaseMap_ST; vec4 Xhlslcc_UnusedX_BaseMap_TexelSize; vec4 Xhlslcc_UnusedX_DetailAlbedoMap_ST; vec4 _BaseColor; vec4 _SpecColor; vec4 Xhlslcc_UnusedX_EmissionColor; float Xhlslcc_UnusedX_Cutoff; float _Smoothness; float Xhlslcc_UnusedX_Metallic; float _BumpScale; float Xhlslcc_UnusedX_Parallax; float Xhlslcc_UnusedX_OcclusionStrength; float Xhlslcc_UnusedX_ClearCoatMask; float Xhlslcc_UnusedX_ClearCoatSmoothness; float Xhlslcc_UnusedX_DetailAlbedoMapScale; float Xhlslcc_UnusedX_DetailNormalMapScale; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_ST; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_TexelSize; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_MipInfo; vec4 Xhlslcc_UnusedXunity_MipmapStreaming_DebugTex_StreamInfo; }; UNITY_BINDING(6) uniform LightShadows { vec4 hlslcc_mtx4x4_MainLightWorldToShadow[20]; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres0; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres1; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres2; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSpheres3; vec4 Xhlslcc_UnusedX_CascadeShadowSplitSphereRadii; vec4 Xhlslcc_UnusedX_MainLightShadowOffset0; vec4 Xhlslcc_UnusedX_MainLightShadowOffset1; vec4 _MainLightShadowParams; vec4 Xhlslcc_UnusedX_MainLightShadowmapSize; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset0; vec4 Xhlslcc_UnusedX_AdditionalShadowOffset1; vec4 _AdditionalShadowFadeParams; vec4 Xhlslcc_UnusedX_AdditionalShadowmapSize; vec4 _AdditionalShadowParams[32]; vec4 hlslcc_mtx4x4_AdditionalLightsWorldToShadow[128]; }; UNITY_LOCATION(0) uniform samplerCube _GlossyEnvironmentCubeMap; UNITY_LOCATION(1) uniform sampler2D urp_ReflProbes_Atlas; UNITY_LOCATION(2) uniform sampler2D _BaseMap; UNITY_LOCATION(3) uniform sampler2D _BumpMap; UNITY_LOCATION(4) uniform sampler2D _ScreenSpaceOcclusionTexture; UNITY_LOCATION(5) uniform sampler2D _MainLightShadowmapTexture; UNITY_LOCATION(6) uniform sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture; UNITY_LOCATION(7) uniform sampler2D _AdditionalLightsShadowmapTexture; UNITY_LOCATION(8) uniform sampler2DShadow hlslcc_zcmp_AdditionalLightsShadowmapTexture; in vec2 vs_TEXCOORD0; in vec3 vs_TEXCOORD1; in vec3 vs_TEXCOORD2; in vec4 vs_TEXCOORD3; in vec4 vs_TEXCOORD6; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; vec4 u_xlat1; int u_xlati1; uvec2 u_xlatu1; vec3 u_xlat2; vec3 u_xlat3; ivec3 u_xlati3; uvec3 u_xlatu3; bool u_xlatb3; vec4 u_xlat4; vec3 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; ivec2 u_xlati7; uvec4 u_xlatu7; vec3 u_xlat8; ivec3 u_xlati8; uvec2 u_xlatu8; vec3 u_xlat9; ivec3 u_xlati9; vec4 u_xlat10; ivec4 u_xlati10; uvec4 u_xlatu10; bvec4 u_xlatb10; vec3 u_xlat11; ivec3 u_xlati11; uvec2 u_xlatu11; vec4 u_xlat12; ivec4 u_xlati12; uvec4 u_xlatu12; bvec4 u_xlatb12; vec4 u_xlat13; ivec4 u_xlati13; bvec3 u_xlatb13; vec4 u_xlat14; ivec4 u_xlati14; vec4 u_xlat15; vec3 u_xlat16; vec3 u_xlat17; vec3 u_xlat19; int u_xlati19; uint u_xlatu19; bool u_xlatb19; vec3 u_xlat24; float u_xlat28; int u_xlati28; vec3 u_xlat29; int u_xlati29; uint u_xlatu29; bool u_xlatb29; vec3 u_xlat30; int u_xlati30; uvec2 u_xlatu30; bool u_xlatb30; int u_xlati37; uint u_xlatu37; bool u_xlatb37; float u_xlat42; bool u_xlatb42; ivec2 u_xlati43; ivec2 u_xlati44; vec2 u_xlat47; ivec2 u_xlati47; uvec2 u_xlatu47; bool u_xlatb47; float u_xlat48; bvec2 u_xlatb48; float u_xlat49; ivec2 u_xlati49; float u_xlat54; int u_xlati54; uint u_xlatu54; float u_xlat55; float u_xlat56; int u_xlati56; uint u_xlatu56; float u_xlat57; float u_xlat58; float u_xlat59; float u_xlat60; bool u_xlatb60; float u_xlat61; int u_xlati61; uint u_xlatu61; bool u_xlatb61; float u_xlat62; int u_xlati62; uint u_xlatu62; bool u_xlatb62; float u_xlat63; int u_xlati63; uint u_xlatu63; bool u_xlatb63; float u_xlat64; int u_xlati64; bool u_xlatb64; float u_xlat65; int u_xlati65; bool u_xlatb65; float u_xlat66; float u_xlat67; float u_xlat68; void main() { vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w); u_xlat0 = texture(_BaseMap, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlat0.xyz = u_xlat0.xyz * _BaseColor.xyz; u_xlat1 = texture(_BumpMap, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlat1.x = u_xlat1.x * u_xlat1.w; u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0); u_xlat54 = dot(u_xlat1.xy, u_xlat1.xy); u_xlat54 = min(u_xlat54, 1.0); u_xlat54 = (-u_xlat54) + 1.0; u_xlat54 = sqrt(u_xlat54); u_xlat54 = max(u_xlat54, 1.00000002e-16); u_xlat1.xy = u_xlat1.xy * vec2(vec2(_BumpScale, _BumpScale)); u_xlatb37 = unity_OrthoParams.w==0.0; u_xlat2.xyz = (-vs_TEXCOORD1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat55 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat55 = inversesqrt(u_xlat55); u_xlat2.xyz = vec3(u_xlat55) * u_xlat2.xyz; u_xlat3.x = hlslcc_mtx4x4unity_MatrixV[0].z; u_xlat3.y = hlslcc_mtx4x4unity_MatrixV[1].z; u_xlat3.z = hlslcc_mtx4x4unity_MatrixV[2].z; u_xlat2.xyz = (bool(u_xlatb37)) ? u_xlat2.xyz : u_xlat3.xyz; u_xlat4.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD3.yzx; u_xlat4.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD3.zxy + (-u_xlat4.xyz); u_xlat4.xyz = u_xlat4.xyz * vs_TEXCOORD3.www; u_xlat4.xyz = u_xlat1.yyy * u_xlat4.xyz; u_xlat1.xyw = u_xlat1.xxx * vs_TEXCOORD3.xyz + u_xlat4.xyz; u_xlat1.xyw = vec3(u_xlat54) * vs_TEXCOORD2.xyz + u_xlat1.xyw; u_xlat54 = dot(u_xlat1.xyw, u_xlat1.xyw); u_xlat54 = inversesqrt(u_xlat54); u_xlat4.xyz = vec3(u_xlat54) * u_xlat1.xyw; u_xlat1.xy = _ScaledScreenParams.zw + vec2(-1.0, -1.0); u_xlat1.xy = u_xlat1.xy * hlslcc_FragCoord.xy; u_xlat4.w = 1.0; u_xlat5.x = dot(unity_SHAr, u_xlat4); u_xlat5.y = dot(unity_SHAg, u_xlat4); u_xlat5.z = dot(unity_SHAb, u_xlat4); u_xlat6 = u_xlat4.yzzx * u_xlat4.xyzz; u_xlat7.x = dot(unity_SHBr, u_xlat6); u_xlat7.y = dot(unity_SHBg, u_xlat6); u_xlat7.z = dot(unity_SHBb, u_xlat6); u_xlat54 = u_xlat4.y * u_xlat4.y; u_xlat54 = u_xlat4.x * u_xlat4.x + (-u_xlat54); u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat54) + u_xlat7.xyz; u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz; u_xlat54 = max(_SpecColor.y, _SpecColor.x); u_xlat54 = max(u_xlat54, _SpecColor.z); u_xlat55 = (-u_xlat54) + 1.0; u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat55); u_xlat55 = (-_Smoothness) + 1.0; u_xlat56 = u_xlat55 * u_xlat55; u_xlat56 = max(u_xlat56, 0.0078125); u_xlat57 = u_xlat56 * u_xlat56; u_xlat54 = u_xlat54 + _Smoothness; u_xlat54 = clamp(u_xlat54, 0.0, 1.0); u_xlat58 = u_xlat56 * 4.0 + 2.0; u_xlat6 = texture(_ScreenSpaceOcclusionTexture, u_xlat1.xy, _GlobalMipBias.x); u_xlat59 = u_xlat6.x + (-_AmbientOcclusionParam.x); u_xlat59 = u_xlat59 + 1.0; u_xlat59 = clamp(u_xlat59, 0.0, 1.0); u_xlat6.x = u_xlat59 + -1.0; u_xlat6.x = _AmbientOcclusionParam.w * u_xlat6.x + 1.0; vec3 txVec0 = vec3(vs_TEXCOORD6.xy,vs_TEXCOORD6.z); u_xlat24.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); u_xlat42 = (-_MainLightShadowParams.x) + 1.0; u_xlat24.x = u_xlat24.x * _MainLightShadowParams.x + u_xlat42; u_xlatb42 = 0.0>=vs_TEXCOORD6.z; u_xlatb60 = vs_TEXCOORD6.z>=1.0; u_xlatb42 = u_xlatb60 || u_xlatb42; u_xlat24.x = (u_xlatb42) ? 1.0 : u_xlat24.x; u_xlat7.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat42 = dot(u_xlat7.xyz, u_xlat7.xyz); u_xlat60 = u_xlat42 * _MainLightShadowParams.z + _MainLightShadowParams.w; u_xlat60 = clamp(u_xlat60, 0.0, 1.0); u_xlat61 = (-u_xlat24.x) + 1.0; u_xlat24.x = u_xlat60 * u_xlat61 + u_xlat24.x; u_xlat8.xyz = u_xlat6.xxx * _MainLightColor.xyz; u_xlat60 = dot((-u_xlat2.xyz), u_xlat4.xyz); u_xlat60 = u_xlat60 + u_xlat60; u_xlat9.xyz = u_xlat4.xyz * (-vec3(u_xlat60)) + (-u_xlat2.xyz); u_xlat60 = dot(u_xlat4.xyz, u_xlat2.xyz); u_xlat60 = clamp(u_xlat60, 0.0, 1.0); u_xlat60 = (-u_xlat60) + 1.0; u_xlat60 = u_xlat60 * u_xlat60; u_xlat60 = u_xlat60 * u_xlat60; u_xlat61 = (-u_xlat55) * 0.699999988 + 1.70000005; u_xlat55 = u_xlat55 * u_xlat61; u_xlat55 = u_xlat55 * 6.0; u_xlat1.xy = u_xlat1.xy * _FPParams1.xy; u_xlatu1.xy = uvec2(u_xlat1.xy); u_xlatu10.xy = uvec2(_FPParams1.zw); u_xlati1 = int(u_xlatu1.y) * int(u_xlatu10.x) + int(u_xlatu1.x); u_xlatu1.x = u_xlatu10.y * uint(u_xlati1); u_xlat19.x = dot((-u_xlat3.xyz), u_xlat7.xyz); u_xlat3.x = log2(u_xlat19.x); u_xlat19.x = (u_xlatb37) ? u_xlat3.x : u_xlat19.x; u_xlat19.x = u_xlat19.x * _FPParams0.x + _FPParams0.y; u_xlatu19 = uint(u_xlat19.x); u_xlatu37 = uint(_FPParams2.x); u_xlatu37 = u_xlatu37 + 4294967295u; u_xlati3.x = int(u_xlatu10.y) + 2; u_xlatu19 = min(u_xlatu37, u_xlatu19); u_xlatu37 = uint(u_xlati3.x) * u_xlatu19; u_xlatu3.xy = uvec2(u_xlatu19) * uvec2(u_xlati3.xx) + uvec2(1u, 2u); u_xlatu19 = u_xlatu3.x >> (2u & uint(0x1F)); u_xlati7.x = int(u_xlatu3.x) << (31 & int(0x1F)); u_xlati7.y = int(u_xlatu3.x) << (30 & int(0x1F)); u_xlati3.xz = u_xlati7.xy >> (ivec2(31) & int(0x1F)); u_xlati7.xy = ivec2(uvec2(u_xlati3.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu19)].wy)); u_xlati43.xy = ~(u_xlati3.xz); u_xlati10.xy = ivec2(uvec2(u_xlati43.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu19)].zx)); u_xlati7.xy = ivec2(uvec2(u_xlati7.xy) | uvec2(u_xlati10.xy)); u_xlati19 = int(uint(u_xlati3.z) & uint(u_xlati7.x)); u_xlati3.x = int(uint(u_xlati43.y) & uint(u_xlati7.y)); u_xlatu1.y = uint(u_xlati19) | uint(u_xlati3.x); u_xlatu3.xz = uvec2(_FPParams0.zw); u_xlatu7.y = u_xlatu3.y; u_xlati43.x = 0; u_xlatu7.xw = u_xlatu1.xy; u_xlat10.x = float(0.0); u_xlat10.y = float(0.0); u_xlat10.z = float(0.0); u_xlat62 = 0.0; while(true){ u_xlatu63 = u_xlatu7.w >> (16u & uint(0x1F)); u_xlati64 = u_xlati43.x; u_xlatu11.x = u_xlatu7.w; while(true){ u_xlatb29 = u_xlati64==0; u_xlatu47.x = u_xlatu11.x & 65535u; u_xlatb47 = u_xlatu63>=u_xlatu47.x; u_xlatb29 = u_xlatb47 && u_xlatb29; if(!u_xlatb29){break;} u_xlatu29 = u_xlatu11.x >> (5u & uint(0x1F)); u_xlati29 = int(u_xlatu29 & 2047u); u_xlatu12 = u_xlatu7.xxyy + uvec4(u_xlati29); u_xlatu47.xy = u_xlatu12.yw >> (uvec2(2u) & uint(0x1F)); u_xlati13.xz = ivec2(u_xlatu12.xz) << (ivec2(31) & int(0x1F)); u_xlati13.yw = ivec2(u_xlatu12.yw) << (ivec2(30) & int(0x1F)); u_xlati12 = u_xlati13 >> (ivec4(31) & int(0x1F)); u_xlati13.xy = ivec2(uvec2(u_xlati12.xx) & floatBitsToUint(urp_Tiles[int(u_xlatu47.x)].wy)); u_xlati14 = ~(u_xlati12); u_xlati49.xy = ivec2(uvec2(u_xlati14.xx) & floatBitsToUint(urp_Tiles[int(u_xlatu47.x)].zx)); u_xlati13.xy = ivec2(uvec2(u_xlati49.xy) | uvec2(u_xlati13.xy)); u_xlati47.x = int(uint(u_xlati12.y) & uint(u_xlati13.x)); u_xlati12.x = int(uint(u_xlati14.y) & uint(u_xlati13.y)); u_xlati47.x = int(uint(u_xlati47.x) | uint(u_xlati12.x)); u_xlati12.xy = ivec2(uvec2(u_xlati12.zz) & floatBitsToUint(urp_ZBins[int(u_xlatu47.y)].wy)); u_xlati13.xy = ivec2(uvec2(u_xlati14.zz) & floatBitsToUint(urp_ZBins[int(u_xlatu47.y)].zx)); u_xlati12.xy = ivec2(uvec2(u_xlati12.xy) | uvec2(u_xlati13.xy)); u_xlati65 = int(uint(u_xlati12.w) & uint(u_xlati12.x)); u_xlati12.x = int(uint(u_xlati14.w) & uint(u_xlati12.y)); u_xlati65 = int(uint(u_xlati65) | uint(u_xlati12.x)); u_xlati47.x = int(uint(u_xlati65) & uint(u_xlati47.x)); u_xlati65 = int(0xFFFFFFFFu) << (int(u_xlatu11.x) & int(0x1F)); u_xlati47.x = int(uint(u_xlati65) & uint(u_xlati47.x)); u_xlati29 = u_xlati29 << (5 & int(0x1F)); u_xlatu29 = u_xlatu63 + (-uint(u_xlati29)); u_xlatu29 = min(u_xlatu29, 31u); u_xlatu29 = (-u_xlatu29) + 31u; u_xlatu29 = 4294967295u >> (u_xlatu29 & uint(0x1F)); u_xlati64 = int(u_xlatu29 & uint(u_xlati47.x)); u_xlati29 = int(u_xlatu11.x) + 32; u_xlatu11.x = uint(u_xlati29) & 4294967264u; } u_xlatu7.w = u_xlatu11.x; u_xlatb63 = u_xlati64!=0; u_xlatb29 = u_xlat62<0.99000001; u_xlatb63 = u_xlatb63 && u_xlatb29; if(!u_xlatb63){break;} u_xlati63 = u_xlati64 << (16 & int(0x1F)); u_xlati29 = (u_xlati63 != 0) ? u_xlati63 : u_xlati64; u_xlati47.x = u_xlati29 << (8 & int(0x1F)); u_xlati29 = (u_xlati47.x != 0) ? u_xlati47.x : u_xlati29; u_xlati12.xy = (int(u_xlati63) != 0) ? ivec2(15, 7) : ivec2(31, 23); u_xlati63 = (u_xlati47.x != 0) ? u_xlati12.y : u_xlati12.x; u_xlati47.x = u_xlati29 << (4 & int(0x1F)); u_xlati29 = (u_xlati47.x != 0) ? u_xlati47.x : u_xlati29; u_xlati65 = u_xlati63 + int(0xFFFFFFFCu); u_xlati63 = (u_xlati47.x != 0) ? u_xlati65 : u_xlati63; u_xlati47.x = u_xlati29 << (2 & int(0x1F)); u_xlati29 = (u_xlati47.x != 0) ? u_xlati47.x : u_xlati29; u_xlati65 = u_xlati63 + int(0xFFFFFFFEu); u_xlati63 = (u_xlati47.x != 0) ? u_xlati65 : u_xlati63; u_xlati29 = u_xlati29 << (1 & int(0x1F)); u_xlati47.x = u_xlati63 + int(0xFFFFFFFFu); u_xlati63 = (u_xlati29 != 0) ? u_xlati47.x : u_xlati63; u_xlati63 = (u_xlati64 != 0) ? u_xlati63 : int(0xFFFFFFFFu); u_xlati29 = 1 << (u_xlati63 & int(0x1F)); u_xlati43.x = int(uint(u_xlati64) ^ uint(u_xlati29)); u_xlati29 = int(u_xlatu7.w) + int(0xFFFFFFE0u); u_xlati29 = int(uint(u_xlati29) & 65504u); u_xlati63 = u_xlati63 + u_xlati29; u_xlati63 = (-int(u_xlatu3.x)) + u_xlati63; u_xlat29.xyz = urp_ReflProbes_BoxMax[u_xlati63].xyz + (-urp_ReflProbes_BoxMin[u_xlati63].xyz); u_xlat29.xyz = u_xlat29.xyz * vec3(0.5, 0.5, 0.5) + urp_ReflProbes_BoxMin[u_xlati63].xyz; u_xlat12.xyz = (-u_xlat29.xyz) + vs_TEXCOORD1.xyz; u_xlat13 = urp_ReflProbes_Rotation[u_xlati63].zzxy + urp_ReflProbes_Rotation[u_xlati63].zzxy; u_xlat14.xyz = u_xlat13.zwy * urp_ReflProbes_Rotation[u_xlati63].xyz; u_xlat15 = u_xlat13 * urp_ReflProbes_Rotation[u_xlati63].xyww; u_xlat66 = u_xlat13.y * urp_ReflProbes_Rotation[u_xlati63].w; u_xlat14.xyz = u_xlat14.zzy + u_xlat14.yxx; u_xlat14.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0); u_xlat16.xy = u_xlat12.xy * u_xlat14.xy; u_xlat49 = urp_ReflProbes_Rotation[u_xlati63].x * u_xlat13.w + (-u_xlat66); u_xlat68 = u_xlat49 * u_xlat12.y + u_xlat16.x; u_xlat15.xy = u_xlat15.wz + u_xlat15.xy; u_xlat30.x = u_xlat12.y * u_xlat15.y; u_xlat17.x = u_xlat15.x * u_xlat12.z + u_xlat68; u_xlat66 = urp_ReflProbes_Rotation[u_xlati63].x * u_xlat13.w + u_xlat66; u_xlat67 = u_xlat66 * u_xlat12.x + u_xlat16.y; u_xlat13.xy = urp_ReflProbes_Rotation[u_xlati63].yx * u_xlat13.yx + (-u_xlat15.zw); u_xlat17.y = u_xlat13.x * u_xlat12.z + u_xlat67; u_xlat12.x = u_xlat13.y * u_xlat12.x + u_xlat30.x; u_xlat17.z = u_xlat14.z * u_xlat12.z + u_xlat12.x; u_xlat29.xyz = u_xlat29.xyz + u_xlat17.xyz; u_xlat12.xyz = u_xlat29.xyz + (-urp_ReflProbes_BoxMin[u_xlati63].xyz); u_xlat16.xyz = (-u_xlat29.xyz) + urp_ReflProbes_BoxMax[u_xlati63].xyz; u_xlat12.xyz = min(u_xlat12.xyz, u_xlat16.xyz); u_xlat12.xyz = u_xlat12.xyz / urp_ReflProbes_BoxMax[u_xlati63].www; u_xlat30.x = min(u_xlat12.z, u_xlat12.y); u_xlat12.x = min(u_xlat30.x, u_xlat12.x); u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0); u_xlat30.x = (-u_xlat62) + 1.0; u_xlat12.x = min(u_xlat30.x, u_xlat12.x); u_xlat30.xy = u_xlat9.xy * u_xlat14.xy; u_xlat30.x = u_xlat49 * u_xlat9.y + u_xlat30.x; u_xlat49 = u_xlat9.y * u_xlat15.y; u_xlat15.x = u_xlat15.x * u_xlat9.z + u_xlat30.x; u_xlat30.x = u_xlat66 * u_xlat9.x + u_xlat30.y; u_xlat15.y = u_xlat13.x * u_xlat9.z + u_xlat30.x; u_xlat30.x = u_xlat13.y * u_xlat9.x + u_xlat49; u_xlat15.z = u_xlat14.z * u_xlat9.z + u_xlat30.x; u_xlatb30 = 0.0=0; if(u_xlatb63){ u_xlatb63 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_AdditionalShadowParams[int(u_xlatu_loop_1)].z); if(u_xlatb63){ u_xlatb10.xyz = greaterThanEqual(abs(u_xlat9.zzyz), abs(u_xlat9.xyxx)).xyz; u_xlatb63 = u_xlatb10.y && u_xlatb10.x; u_xlatb10.xyw = lessThan((-u_xlat9.zyzx), vec4(0.0, 0.0, 0.0, 0.0)).xyw; u_xlat10.x = (u_xlatb10.x) ? float(5.0) : float(4.0); u_xlat10.y = (u_xlatb10.y) ? float(3.0) : float(2.0); u_xlat64 = u_xlatb10.w ? 1.0 : float(0.0); u_xlat28 = (u_xlatb10.z) ? u_xlat10.y : u_xlat64; u_xlat63 = (u_xlatb63) ? u_xlat10.x : u_xlat28; u_xlati63 = int(u_xlat63); u_xlati62 = u_xlati62 + u_xlati63; } u_xlati62 = u_xlati62 << (2 & int(0x1F)); u_xlat10 = vs_TEXCOORD1.yyyy * hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati62 + 1)]; u_xlat10 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[u_xlati62] * vs_TEXCOORD1.xxxx + u_xlat10; u_xlat10 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati62 + 2)] * vs_TEXCOORD1.zzzz + u_xlat10; u_xlat10 = u_xlat10 + hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati62 + 3)]; u_xlat10.xyz = u_xlat10.xyz / u_xlat10.www; vec3 txVec1 = vec3(u_xlat10.xy,u_xlat10.z); u_xlat62 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec1, 0.0); u_xlat63 = 1.0 + (-_AdditionalShadowParams[int(u_xlatu_loop_1)].x); u_xlat62 = u_xlat62 * _AdditionalShadowParams[int(u_xlatu_loop_1)].x + u_xlat63; u_xlatb63 = 0.0>=u_xlat10.z; u_xlatb10.x = u_xlat10.z>=1.0; u_xlatb63 = u_xlatb63 || u_xlatb10.x; u_xlat62 = (u_xlatb63) ? 1.0 : u_xlat62; } else { u_xlat62 = 1.0; } u_xlat63 = (-u_xlat62) + 1.0; u_xlat62 = u_xlat55 * u_xlat63 + u_xlat62; u_xlat10.xyz = u_xlat6.xxx * _AdditionalLightsColor[int(u_xlatu_loop_1)].xyz; u_xlati63 = int(floatBitsToUint(unity_RenderingLayer.x) & floatBitsToUint(_AdditionalLightsLayerMasks[int(u_xlatu_loop_1)])); u_xlat3.x = u_xlat3.x * u_xlat62; u_xlat62 = dot(u_xlat4.xyz, u_xlat9.xyz); u_xlat62 = clamp(u_xlat62, 0.0, 1.0); u_xlat3.x = u_xlat3.x * u_xlat62; u_xlat10.xyz = u_xlat3.xxx * u_xlat10.xyz; u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat61) + u_xlat2.xyz; u_xlat3.x = dot(u_xlat8.xyz, u_xlat8.xyz); u_xlat3.x = max(u_xlat3.x, 1.17549435e-38); u_xlat3.x = inversesqrt(u_xlat3.x); u_xlat8.xyz = u_xlat3.xxx * u_xlat8.xyz; u_xlat3.x = dot(u_xlat4.xyz, u_xlat8.xyz); u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0); u_xlat61 = dot(u_xlat9.xyz, u_xlat8.xyz); u_xlat61 = clamp(u_xlat61, 0.0, 1.0); u_xlat3.x = u_xlat3.x * u_xlat3.x; u_xlat3.x = u_xlat3.x * u_xlat19.x + 1.00001001; u_xlat61 = u_xlat61 * u_xlat61; u_xlat3.x = u_xlat3.x * u_xlat3.x; u_xlat61 = max(u_xlat61, 0.100000001); u_xlat3.x = u_xlat3.x * u_xlat61; u_xlat3.x = u_xlat58 * u_xlat3.x; u_xlat3.x = u_xlat57 / u_xlat3.x; u_xlat8.xyz = _SpecColor.xyz * u_xlat3.xxx + u_xlat0.xyz; u_xlat8.xyz = u_xlat8.xyz * u_xlat10.xyz + u_xlat24.xyz; u_xlat24.xyz = (int(u_xlati63) != 0) ? u_xlat8.xyz : u_xlat24.xyz; } u_xlatu54 = u_xlatu37 >> (2u & uint(0x1F)); u_xlati8.x = int(u_xlatu37) << (31 & int(0x1F)); u_xlati8.y = int(u_xlatu37) << (30 & int(0x1F)); u_xlati8.xy = u_xlati8.xy >> (ivec2(31) & int(0x1F)); u_xlati44.xy = ivec2(uvec2(u_xlati8.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu54)].wy)); u_xlati9.xy = ~(u_xlati8.xy); u_xlati9.xz = ivec2(uvec2(u_xlati9.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu54)].zx)); u_xlati8.xz = ivec2(uvec2(u_xlati44.xy) | uvec2(u_xlati9.xz)); u_xlati54 = int(uint(u_xlati8.y) & uint(u_xlati8.x)); u_xlati37 = int(uint(u_xlati9.y) & uint(u_xlati8.z)); u_xlatu54 = uint(u_xlati54) | uint(u_xlati37); u_xlatu8.x = u_xlatu1.x; u_xlatu8.y = u_xlatu3.y; u_xlati44.x = 0; u_xlatu62 = u_xlatu54; u_xlat9.xyz = u_xlat24.xyz; while(true){ u_xlatu37 = u_xlatu62 >> (16u & uint(0x1F)); u_xlati56 = u_xlati44.x; u_xlatu3.x = u_xlatu62; while(true){ u_xlatb61 = u_xlati56==0; u_xlatu63 = u_xlatu3.x & 65535u; u_xlatb63 = u_xlatu37>=u_xlatu63; u_xlatb61 = u_xlatb61 && u_xlatb63; if(!u_xlatb61){break;} u_xlatu61 = u_xlatu3.x >> (5u & uint(0x1F)); u_xlati61 = int(u_xlatu61 & 2047u); u_xlatu10 = uvec4(u_xlati61) + u_xlatu8.xxyy; u_xlatu11.xy = u_xlatu10.yw >> (uvec2(2u) & uint(0x1F)); u_xlati12.xz = ivec2(u_xlatu10.xz) << (ivec2(31) & int(0x1F)); u_xlati12.yw = ivec2(u_xlatu10.yw) << (ivec2(30) & int(0x1F)); u_xlati10 = u_xlati12 >> (ivec4(31) & int(0x1F)); u_xlati47.xy = ivec2(uvec2(u_xlati10.xx) & floatBitsToUint(urp_Tiles[int(u_xlatu11.x)].wy)); u_xlati12 = ~(u_xlati10); u_xlati13.xy = ivec2(uvec2(u_xlati12.xx) & floatBitsToUint(urp_Tiles[int(u_xlatu11.x)].zx)); u_xlati11.xz = ivec2(uvec2(u_xlati47.xy) | uvec2(u_xlati13.xy)); u_xlati63 = int(uint(u_xlati10.y) & uint(u_xlati11.x)); u_xlati10.x = int(uint(u_xlati12.y) & uint(u_xlati11.z)); u_xlati63 = int(uint(u_xlati63) | uint(u_xlati10.x)); u_xlati10.xy = ivec2(uvec2(u_xlati10.zz) & floatBitsToUint(urp_ZBins[int(u_xlatu11.y)].wy)); u_xlati11.xy = ivec2(uvec2(u_xlati12.zz) & floatBitsToUint(urp_ZBins[int(u_xlatu11.y)].zx)); u_xlati10.xy = ivec2(uvec2(u_xlati10.xy) | uvec2(u_xlati11.xy)); u_xlati10.x = int(uint(u_xlati10.w) & uint(u_xlati10.x)); u_xlati28 = int(uint(u_xlati12.w) & uint(u_xlati10.y)); u_xlati10.x = int(uint(u_xlati28) | uint(u_xlati10.x)); u_xlati63 = int(uint(u_xlati63) & uint(u_xlati10.x)); u_xlati10.x = int(0xFFFFFFFFu) << (int(u_xlatu3.x) & int(0x1F)); u_xlati63 = int(uint(u_xlati63) & uint(u_xlati10.x)); u_xlati61 = u_xlati61 << (5 & int(0x1F)); u_xlatu61 = u_xlatu37 + (-uint(u_xlati61)); u_xlatu61 = min(u_xlatu61, 31u); u_xlatu61 = (-u_xlatu61) + 31u; u_xlatu61 = 4294967295u >> (u_xlatu61 & uint(0x1F)); u_xlati56 = int(u_xlatu61 & uint(u_xlati63)); u_xlati61 = int(u_xlatu3.x) + 32; u_xlatu3.x = uint(u_xlati61) & 4294967264u; } u_xlatu62 = u_xlatu3.x; if(u_xlati56 == 0) {break;} u_xlati37 = u_xlati56 << (16 & int(0x1F)); u_xlati61 = (u_xlati37 != 0) ? u_xlati37 : u_xlati56; u_xlati63 = u_xlati61 << (8 & int(0x1F)); u_xlati61 = (u_xlati63 != 0) ? u_xlati63 : u_xlati61; u_xlati10.xy = (int(u_xlati37) != 0) ? ivec2(15, 7) : ivec2(31, 23); u_xlati37 = (u_xlati63 != 0) ? u_xlati10.y : u_xlati10.x; u_xlati63 = u_xlati61 << (4 & int(0x1F)); u_xlati61 = (u_xlati63 != 0) ? u_xlati63 : u_xlati61; u_xlati10.x = u_xlati37 + int(0xFFFFFFFCu); u_xlati37 = (u_xlati63 != 0) ? u_xlati10.x : u_xlati37; u_xlati63 = u_xlati61 << (2 & int(0x1F)); u_xlati61 = (u_xlati63 != 0) ? u_xlati63 : u_xlati61; u_xlati10.x = u_xlati37 + int(0xFFFFFFFEu); u_xlati37 = (u_xlati63 != 0) ? u_xlati10.x : u_xlati37; u_xlati61 = u_xlati61 << (1 & int(0x1F)); u_xlati63 = u_xlati37 + int(0xFFFFFFFFu); u_xlati37 = (u_xlati61 != 0) ? u_xlati63 : u_xlati37; u_xlati37 = (u_xlati56 != 0) ? u_xlati37 : int(0xFFFFFFFFu); u_xlati61 = 1 << (u_xlati37 & int(0x1F)); u_xlati44.x = int(uint(u_xlati56) ^ uint(u_xlati61)); u_xlati61 = int(u_xlatu62) + int(0xFFFFFFE0u); u_xlati61 = int(uint(u_xlati61) & 65504u); u_xlati37 = u_xlati37 + u_xlati61; u_xlati37 = int(u_xlatu3.z) + u_xlati37; u_xlat10.xyz = (-vs_TEXCOORD1.xyz) * _AdditionalLightsPosition[u_xlati37].www + _AdditionalLightsPosition[u_xlati37].xyz; u_xlat61 = dot(u_xlat10.xyz, u_xlat10.xyz); u_xlat61 = max(u_xlat61, 6.10351562e-05); u_xlat63 = inversesqrt(u_xlat61); u_xlat11.xyz = vec3(u_xlat63) * u_xlat10.xyz; u_xlat64 = float(1.0) / u_xlat61; u_xlat61 = u_xlat61 * _AdditionalLightsAttenuation[u_xlati37].x; u_xlat61 = (-u_xlat61) * u_xlat61 + 1.0; u_xlat61 = max(u_xlat61, 0.0); u_xlat61 = u_xlat61 * u_xlat61; u_xlat61 = u_xlat61 * u_xlat64; u_xlat64 = dot(_AdditionalLightsSpotDir[u_xlati37].xyz, u_xlat11.xyz); u_xlat64 = u_xlat64 * _AdditionalLightsAttenuation[u_xlati37].z + _AdditionalLightsAttenuation[u_xlati37].w; u_xlat64 = clamp(u_xlat64, 0.0, 1.0); u_xlat64 = u_xlat64 * u_xlat64; u_xlat61 = u_xlat61 * u_xlat64; u_xlatb64 = u_xlati37<0; u_xlati65 = int(_AdditionalShadowParams[u_xlati37].w); u_xlati64 = (u_xlatb64) ? int(0xFFFFFFFFu) : u_xlati65; u_xlatb65 = u_xlati64>=0; if(u_xlatb65){ u_xlatb65 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_AdditionalShadowParams[u_xlati37].z); if(u_xlatb65){ u_xlatb12.xyz = greaterThanEqual(abs(u_xlat11.zzyz), abs(u_xlat11.xyxx)).xyz; u_xlatb65 = u_xlatb12.y && u_xlatb12.x; u_xlatb12.xyw = lessThan((-u_xlat11.zyzx), vec4(0.0, 0.0, 0.0, 0.0)).xyw; u_xlat12.x = (u_xlatb12.x) ? float(5.0) : float(4.0); u_xlat12.y = (u_xlatb12.y) ? float(3.0) : float(2.0); u_xlat66 = u_xlatb12.w ? 1.0 : float(0.0); u_xlat30.x = (u_xlatb12.z) ? u_xlat12.y : u_xlat66; u_xlat65 = (u_xlatb65) ? u_xlat12.x : u_xlat30.x; u_xlati65 = int(u_xlat65); u_xlati64 = u_xlati64 + u_xlati65; } u_xlati64 = u_xlati64 << (2 & int(0x1F)); u_xlat12 = vs_TEXCOORD1.yyyy * hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati64 + 1)]; u_xlat12 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[u_xlati64] * vs_TEXCOORD1.xxxx + u_xlat12; u_xlat12 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati64 + 2)] * vs_TEXCOORD1.zzzz + u_xlat12; u_xlat12 = u_xlat12 + hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati64 + 3)]; u_xlat12.xyz = u_xlat12.xyz / u_xlat12.www; vec3 txVec2 = vec3(u_xlat12.xy,u_xlat12.z); u_xlat64 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec2, 0.0); u_xlat65 = 1.0 + (-_AdditionalShadowParams[u_xlati37].x); u_xlat64 = u_xlat64 * _AdditionalShadowParams[u_xlati37].x + u_xlat65; u_xlatb65 = 0.0>=u_xlat12.z; u_xlatb12.x = u_xlat12.z>=1.0; u_xlatb65 = u_xlatb65 || u_xlatb12.x; u_xlat64 = (u_xlatb65) ? 1.0 : u_xlat64; } else { u_xlat64 = 1.0; } u_xlat65 = (-u_xlat64) + 1.0; u_xlat64 = u_xlat55 * u_xlat65 + u_xlat64; u_xlat12.xyz = u_xlat6.xxx * _AdditionalLightsColor[u_xlati37].xyz; u_xlati37 = int(floatBitsToUint(unity_RenderingLayer.x) & floatBitsToUint(_AdditionalLightsLayerMasks[u_xlati37])); u_xlat61 = u_xlat61 * u_xlat64; u_xlat64 = dot(u_xlat4.xyz, u_xlat11.xyz); u_xlat64 = clamp(u_xlat64, 0.0, 1.0); u_xlat61 = u_xlat61 * u_xlat64; u_xlat12.xyz = vec3(u_xlat61) * u_xlat12.xyz; u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat63) + u_xlat2.xyz; u_xlat61 = dot(u_xlat10.xyz, u_xlat10.xyz); u_xlat61 = max(u_xlat61, 1.17549435e-38); u_xlat61 = inversesqrt(u_xlat61); u_xlat10.xyz = vec3(u_xlat61) * u_xlat10.xyz; u_xlat61 = dot(u_xlat4.xyz, u_xlat10.xyz); u_xlat61 = clamp(u_xlat61, 0.0, 1.0); u_xlat63 = dot(u_xlat11.xyz, u_xlat10.xyz); u_xlat63 = clamp(u_xlat63, 0.0, 1.0); u_xlat61 = u_xlat61 * u_xlat61; u_xlat61 = u_xlat61 * u_xlat19.x + 1.00001001; u_xlat63 = u_xlat63 * u_xlat63; u_xlat61 = u_xlat61 * u_xlat61; u_xlat63 = max(u_xlat63, 0.100000001); u_xlat61 = u_xlat61 * u_xlat63; u_xlat61 = u_xlat58 * u_xlat61; u_xlat61 = u_xlat57 / u_xlat61; u_xlat10.xyz = _SpecColor.xyz * vec3(u_xlat61) + u_xlat0.xyz; u_xlat10.xyz = u_xlat10.xyz * u_xlat12.xyz + u_xlat9.xyz; u_xlat9.xyz = (int(u_xlati37) != 0) ? u_xlat10.xyz : u_xlat9.xyz; } u_xlat0.xyz = u_xlat5.xyz * vec3(u_xlat59) + u_xlat7.xyz; SV_Target0.xyz = u_xlat9.xyz + u_xlat0.xyz; SV_Target0.w = 1.0; return; } #endif  urp_ZBinBuffer@ urp_ZBinsurp_TileBuffer@ urp_Tiles$Globals€ _GlossyEnvironmentCubeMap_HDR_ScaledScreenParams_GlobalMipBias _MainLightPosition0_MainLightColor@_MainLightLayerMaskP_AmbientOcclusionParam` _FPParams0p _FPParams1€ _FPParams2�_AdditionalLightsLayerMasks  _WorldSpaceCameraPos unity_OrthoParams0 unity_MatrixV@UnityPerMaterialÐ _BaseMap_ST _BaseColor0 _SpecColor@ _Smoothnessd _BumpScalel LightShadows _MainLightShadowParams°_AdditionalShadowFadeParamsð_AdditionalShadowParams _MainLightWorldToShadow_AdditionalLightsWorldToShadow  UnityPerDrawà unity_WorldTransformParams�unity_RenderingLayer  unity_SHAr  unity_SHAg° unity_SHAbÀ unity_SHBrÐ unity_SHBgà unity_SHBbð unity_SHCunity_ObjectToWorldunity_WorldToObject@urp_ReflectionProbeBufferurp_ReflProbes_BoxMax urp_ReflProbes_BoxMin urp_ReflProbes_ProbePosition urp_ReflProbes_MipScaleOffsetàurp_ReflProbes_Rotation AdditionalLights _AdditionalLightsPosition _AdditionalLightsColor _AdditionalLightsAttenuation _AdditionalLightsSpotDir _GlossyEnvironmentCubeMapurp_ReflProbes_Atlas_BaseMap_BumpMap_ScreenSpaceOcclusionTexture_MainLightShadowmapTexture!_AdditionalLightsShadowmapTextureurp_ZBinBufferurp_TileBuffer$GlobalsÿÿÿÿUnityPerMaterial LightShadows UnityPerDrawurp_ReflectionProbeBufferAdditionalLights