,pê‚  REFLECTION_PROBE_ROTATION_ADDITIONAL_LIGHT_SHADOWS_CLUSTER_LIGHT_LOOP _LIGHT_LAYERS_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP_REFLECTION_PROBE_ATLAS_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT_SPECULAR_SETUP.c#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; }; 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 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; 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 _CascadeShadowSplitSpheres0; vec4 _CascadeShadowSplitSpheres1; vec4 _CascadeShadowSplitSpheres2; vec4 _CascadeShadowSplitSpheres3; vec4 _CascadeShadowSplitSphereRadii; vec4 _MainLightShadowOffset0; vec4 _MainLightShadowOffset1; vec4 _MainLightShadowParams; vec4 _MainLightShadowmapSize; vec4 _AdditionalShadowOffset0; vec4 _AdditionalShadowOffset1; vec4 _AdditionalShadowFadeParams; vec4 _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; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; vec4 u_xlat1; vec3 u_xlat2; vec3 u_xlat3; ivec4 u_xlati3; uvec4 u_xlatu3; vec4 u_xlat4; vec3 u_xlat5; int u_xlati5; uvec2 u_xlatu5; bvec4 u_xlatb5; vec4 u_xlat6; vec4 u_xlat7; ivec3 u_xlati7; uvec2 u_xlatu7; bool u_xlatb7; vec4 u_xlat8; ivec2 u_xlati8; uvec2 u_xlatu8; vec4 u_xlat9; ivec2 u_xlati9; vec4 u_xlat10; ivec4 u_xlati10; uvec4 u_xlatu10; bvec4 u_xlatb10; vec4 u_xlat11; ivec3 u_xlati11; uvec2 u_xlatu11; vec4 u_xlat12; ivec4 u_xlati12; uvec4 u_xlatu12; bvec4 u_xlatb12; vec4 u_xlat13; ivec3 u_xlati13; uvec2 u_xlatu13; bvec3 u_xlatb13; vec4 u_xlat14; ivec4 u_xlati14; vec4 u_xlat15; ivec2 u_xlati15; vec4 u_xlat16; vec4 u_xlat17; vec4 u_xlat18; vec4 u_xlat19; vec4 u_xlat20; vec4 u_xlat21; vec4 u_xlat22; vec4 u_xlat23; vec4 u_xlat24; vec4 u_xlat25; vec4 u_xlat26; float u_xlat28; bool u_xlatb28; vec3 u_xlat30; int u_xlati30; uvec2 u_xlatu30; float u_xlat32; int u_xlati32; uint u_xlatu32; bool u_xlatb32; vec2 u_xlat34; bool u_xlatb34; vec2 u_xlat36; float u_xlat37; int u_xlati37; vec3 u_xlat39; bvec2 u_xlatb39; vec3 u_xlat40; vec3 u_xlat41; vec2 u_xlat42; float u_xlat55; int u_xlati55; uint u_xlatu55; bool u_xlatb55; float u_xlat59; float u_xlat61; ivec2 u_xlati61; uvec2 u_xlatu61; vec2 u_xlat62; ivec2 u_xlati62; uvec2 u_xlatu62; vec2 u_xlat64; uvec2 u_xlatu64; vec2 u_xlat65; ivec2 u_xlati65; vec2 u_xlat66; uint u_xlatu66; vec2 u_xlat67; ivec2 u_xlati67; vec2 u_xlat68; vec2 u_xlat69; vec2 u_xlat70; vec2 u_xlat73; vec2 u_xlat75; float u_xlat81; int u_xlati81; uint u_xlatu81; float u_xlat82; bool u_xlatb82; float u_xlat83; int u_xlati83; uint u_xlatu83; float u_xlat84; bool u_xlatb84; float u_xlat85; float u_xlat86; float u_xlat87; float u_xlat88; float u_xlat89; int u_xlati89; uint u_xlatu89; bool u_xlatb89; float u_xlat90; int u_xlati90; uint u_xlatu90; bool u_xlatb90; float u_xlat91; int u_xlati91; bool u_xlatb91; float u_xlat92; int u_xlati92; bool u_xlatb92; float u_xlat93; 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_xlat81 = dot(u_xlat1.xy, u_xlat1.xy); u_xlat81 = min(u_xlat81, 1.0); u_xlat81 = (-u_xlat81) + 1.0; u_xlat81 = sqrt(u_xlat81); u_xlat81 = max(u_xlat81, 1.00000002e-16); u_xlat1.xy = u_xlat1.xy * vec2(vec2(_BumpScale, _BumpScale)); u_xlatb55 = unity_OrthoParams.w==0.0; u_xlat2.xyz = (-vs_TEXCOORD1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat82 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat82 = inversesqrt(u_xlat82); u_xlat2.xyz = vec3(u_xlat82) * 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_xlatb55)) ? 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_xlat81) * vs_TEXCOORD2.xyz + u_xlat1.xyw; u_xlat81 = dot(u_xlat1.xyw, u_xlat1.xyw); u_xlat81 = inversesqrt(u_xlat81); u_xlat4.xyz = vec3(u_xlat81) * u_xlat1.xyw; u_xlat1.xyw = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres0.xyz); u_xlat5.xyz = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres1.xyz); u_xlat6.xyz = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres2.xyz); u_xlat7.xyz = vs_TEXCOORD1.xyz + (-_CascadeShadowSplitSpheres3.xyz); u_xlat8.x = dot(u_xlat1.xyw, u_xlat1.xyw); u_xlat8.y = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat8.z = dot(u_xlat6.xyz, u_xlat6.xyz); u_xlat8.w = dot(u_xlat7.xyz, u_xlat7.xyz); u_xlatb5 = lessThan(u_xlat8, _CascadeShadowSplitSphereRadii); u_xlat6.x = u_xlatb5.x ? float(1.0) : 0.0; u_xlat6.y = u_xlatb5.y ? float(1.0) : 0.0; u_xlat6.z = u_xlatb5.z ? float(1.0) : 0.0; u_xlat6.w = u_xlatb5.w ? float(1.0) : 0.0; ; u_xlat1.x = (u_xlatb5.x) ? float(-1.0) : float(-0.0); u_xlat1.y = (u_xlatb5.y) ? float(-1.0) : float(-0.0); u_xlat1.w = (u_xlatb5.z) ? float(-1.0) : float(-0.0); u_xlat1.xyw = u_xlat1.xyw + u_xlat6.yzw; u_xlat6.yzw = max(u_xlat1.xyw, vec3(0.0, 0.0, 0.0)); u_xlat81 = dot(u_xlat6, vec4(4.0, 3.0, 2.0, 1.0)); u_xlat81 = (-u_xlat81) + 4.0; u_xlatu81 = uint(u_xlat81); u_xlati81 = int(u_xlatu81) << (2 & int(0x1F)); u_xlat1.xyw = vs_TEXCOORD1.yyy * hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati81 + 1)].xyz; u_xlat1.xyw = hlslcc_mtx4x4_MainLightWorldToShadow[u_xlati81].xyz * vs_TEXCOORD1.xxx + u_xlat1.xyw; u_xlat1.xyw = hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati81 + 2)].xyz * vs_TEXCOORD1.zzz + u_xlat1.xyw; u_xlat1.xyw = u_xlat1.xyw + hlslcc_mtx4x4_MainLightWorldToShadow[(u_xlati81 + 3)].xyz; u_xlat5.xy = _ScaledScreenParams.zw + vec2(-1.0, -1.0); u_xlat5.xy = u_xlat5.xy * hlslcc_FragCoord.xy; u_xlat4.w = 1.0; u_xlat6.x = dot(unity_SHAr, u_xlat4); u_xlat6.y = dot(unity_SHAg, u_xlat4); u_xlat6.z = dot(unity_SHAb, u_xlat4); u_xlat7 = u_xlat4.yzzx * u_xlat4.xyzz; u_xlat8.x = dot(unity_SHBr, u_xlat7); u_xlat8.y = dot(unity_SHBg, u_xlat7); u_xlat8.z = dot(unity_SHBb, u_xlat7); u_xlat81 = u_xlat4.y * u_xlat4.y; u_xlat81 = u_xlat4.x * u_xlat4.x + (-u_xlat81); u_xlat7.xyz = unity_SHC.xyz * vec3(u_xlat81) + u_xlat8.xyz; u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz; u_xlat81 = max(_SpecColor.y, _SpecColor.x); u_xlat81 = max(u_xlat81, _SpecColor.z); u_xlat83 = (-u_xlat81) + 1.0; u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat83); u_xlat83 = (-_Smoothness) + 1.0; u_xlat84 = u_xlat83 * u_xlat83; u_xlat84 = max(u_xlat84, 0.0078125); u_xlat85 = u_xlat84 * u_xlat84; u_xlat81 = u_xlat81 + _Smoothness; u_xlat81 = clamp(u_xlat81, 0.0, 1.0); u_xlat59 = u_xlat84 * 4.0 + 2.0; u_xlat7 = texture(_ScreenSpaceOcclusionTexture, u_xlat5.xy, _GlobalMipBias.x); u_xlat86 = (-_AmbientOcclusionParam.x) + 1.0; u_xlat86 = u_xlat86 + u_xlat7.x; u_xlat86 = clamp(u_xlat86, 0.0, 1.0); u_xlat87 = u_xlat86 + -1.0; u_xlat87 = _AmbientOcclusionParam.w * u_xlat87 + 1.0; u_xlatb7 = 0.0<_MainLightShadowParams.y; if(u_xlatb7){ u_xlatb7 = _MainLightShadowParams.y==1.0; if(u_xlatb7){ u_xlat7 = u_xlat1.xyxy + _MainLightShadowOffset0; vec3 txVec0 = vec3(u_xlat7.xy,u_xlat1.w); u_xlat8.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0); vec3 txVec1 = vec3(u_xlat7.zw,u_xlat1.w); u_xlat8.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0); u_xlat7 = u_xlat1.xyxy + _MainLightShadowOffset1; vec3 txVec2 = vec3(u_xlat7.xy,u_xlat1.w); u_xlat8.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0); vec3 txVec3 = vec3(u_xlat7.zw,u_xlat1.w); u_xlat8.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0); u_xlat7.x = dot(u_xlat8, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb34 = _MainLightShadowParams.y==2.0; if(u_xlatb34){ u_xlat34.xy = u_xlat1.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat34.xy = floor(u_xlat34.xy); u_xlat8.xy = u_xlat1.xy * _MainLightShadowmapSize.zw + (-u_xlat34.xy); u_xlat9 = u_xlat8.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat10 = u_xlat9.xxzz * u_xlat9.xxzz; u_xlat62.xy = u_xlat10.yw * vec2(0.0799999982, 0.0799999982); u_xlat9.xz = u_xlat10.xz * vec2(0.5, 0.5) + (-u_xlat8.xy); u_xlat10.xy = (-u_xlat8.xy) + vec2(1.0, 1.0); u_xlat64.xy = min(u_xlat8.xy, vec2(0.0, 0.0)); u_xlat64.xy = (-u_xlat64.xy) * u_xlat64.xy + u_xlat10.xy; u_xlat8.xy = max(u_xlat8.xy, vec2(0.0, 0.0)); u_xlat8.xy = (-u_xlat8.xy) * u_xlat8.xy + u_xlat9.yw; u_xlat64.xy = u_xlat64.xy + vec2(1.0, 1.0); u_xlat8.xy = u_xlat8.xy + vec2(1.0, 1.0); u_xlat11.xy = u_xlat9.xz * vec2(0.159999996, 0.159999996); u_xlat12.xy = u_xlat10.xy * vec2(0.159999996, 0.159999996); u_xlat10.xy = u_xlat64.xy * vec2(0.159999996, 0.159999996); u_xlat13.xy = u_xlat8.xy * vec2(0.159999996, 0.159999996); u_xlat8.xy = u_xlat9.yw * vec2(0.159999996, 0.159999996); u_xlat11.z = u_xlat10.x; u_xlat11.w = u_xlat8.x; u_xlat12.z = u_xlat13.x; u_xlat12.w = u_xlat62.x; u_xlat9 = u_xlat11.zwxz + u_xlat12.zwxz; u_xlat10.z = u_xlat11.y; u_xlat10.w = u_xlat8.y; u_xlat13.z = u_xlat12.y; u_xlat13.w = u_xlat62.y; u_xlat8.xyz = u_xlat10.zyw + u_xlat13.zyw; u_xlat10.xyz = u_xlat12.xzw / u_xlat9.zwy; u_xlat10.xyz = u_xlat10.xyz + vec3(-2.5, -0.5, 1.5); u_xlat11.xyz = u_xlat13.zyw / u_xlat8.xyz; u_xlat11.xyz = u_xlat11.xyz + vec3(-2.5, -0.5, 1.5); u_xlat10.xyz = u_xlat10.yxz * _MainLightShadowmapSize.xxx; u_xlat11.xyz = u_xlat11.xyz * _MainLightShadowmapSize.yyy; u_xlat10.w = u_xlat11.x; u_xlat12 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat10.ywxw; u_xlat13.xy = u_xlat34.xy * _MainLightShadowmapSize.xy + u_xlat10.zw; u_xlat11.w = u_xlat10.y; u_xlat10.yw = u_xlat11.yz; u_xlat14 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat10.xyzy; u_xlat11 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat11.wywz; u_xlat10 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat10.xwzw; u_xlat15 = u_xlat8.xxxy * u_xlat9.zwyz; u_xlat16 = u_xlat8.yyzz * u_xlat9; u_xlat34.x = u_xlat8.z * u_xlat9.y; vec3 txVec4 = vec3(u_xlat12.xy,u_xlat1.w); u_xlat61 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0); vec3 txVec5 = vec3(u_xlat12.zw,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0); u_xlat88 = u_xlat88 * u_xlat15.y; u_xlat61 = u_xlat15.x * u_xlat61 + u_xlat88; vec3 txVec6 = vec3(u_xlat13.xy,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0); u_xlat61 = u_xlat15.z * u_xlat88 + u_xlat61; vec3 txVec7 = vec3(u_xlat11.xy,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0); u_xlat61 = u_xlat15.w * u_xlat88 + u_xlat61; vec3 txVec8 = vec3(u_xlat14.xy,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0); u_xlat61 = u_xlat16.x * u_xlat88 + u_xlat61; vec3 txVec9 = vec3(u_xlat14.zw,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0); u_xlat61 = u_xlat16.y * u_xlat88 + u_xlat61; vec3 txVec10 = vec3(u_xlat11.zw,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0); u_xlat61 = u_xlat16.z * u_xlat88 + u_xlat61; vec3 txVec11 = vec3(u_xlat10.xy,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0); u_xlat61 = u_xlat16.w * u_xlat88 + u_xlat61; vec3 txVec12 = vec3(u_xlat10.zw,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0); u_xlat7.x = u_xlat34.x * u_xlat88 + u_xlat61; } else { u_xlat34.xy = u_xlat1.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5); u_xlat34.xy = floor(u_xlat34.xy); u_xlat8.xy = u_xlat1.xy * _MainLightShadowmapSize.zw + (-u_xlat34.xy); u_xlat9 = u_xlat8.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat10 = u_xlat9.xxzz * u_xlat9.xxzz; u_xlat11.yw = u_xlat10.yw * vec2(0.0408160016, 0.0408160016); u_xlat62.xy = u_xlat10.xz * vec2(0.5, 0.5) + (-u_xlat8.xy); u_xlat9.xz = (-u_xlat8.xy) + vec2(1.0, 1.0); u_xlat10.xy = min(u_xlat8.xy, vec2(0.0, 0.0)); u_xlat9.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat9.xz; u_xlat10.xy = max(u_xlat8.xy, vec2(0.0, 0.0)); u_xlat9.yw = (-u_xlat10.xy) * u_xlat10.xy + u_xlat9.yw; u_xlat9 = u_xlat9 + vec4(2.0, 2.0, 2.0, 2.0); u_xlat10.z = u_xlat9.y * 0.0816320032; u_xlat12.xy = u_xlat62.yx * vec2(0.0816320032, 0.0816320032); u_xlat62.xy = u_xlat9.xz * vec2(0.0816320032, 0.0816320032); u_xlat12.z = u_xlat9.w * 0.0816320032; u_xlat10.x = u_xlat12.y; u_xlat10.yw = u_xlat8.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat9.xz = u_xlat8.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat9.y = u_xlat62.x; u_xlat9.w = u_xlat11.y; u_xlat10 = u_xlat9 + u_xlat10; u_xlat12.yw = u_xlat8.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat11.xz = u_xlat8.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat11.y = u_xlat62.y; u_xlat8 = u_xlat11 + u_xlat12; u_xlat9 = u_xlat9 / u_xlat10; u_xlat9 = u_xlat9 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat11 = u_xlat11 / u_xlat8; u_xlat11 = u_xlat11 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat9 = u_xlat9.wxyz * _MainLightShadowmapSize.xxxx; u_xlat11 = u_xlat11.xwyz * _MainLightShadowmapSize.yyyy; u_xlat12.xzw = u_xlat9.yzw; u_xlat12.y = u_xlat11.x; u_xlat13 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat12.xyzy; u_xlat14.xy = u_xlat34.xy * _MainLightShadowmapSize.xy + u_xlat12.wy; u_xlat9.y = u_xlat12.y; u_xlat12.y = u_xlat11.z; u_xlat15 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat12.xyzy; u_xlat68.xy = u_xlat34.xy * _MainLightShadowmapSize.xy + u_xlat12.wy; u_xlat9.z = u_xlat12.y; u_xlat16 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat9.xyxz; u_xlat12.y = u_xlat11.w; u_xlat17 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat12.xyzy; u_xlat36.xy = u_xlat34.xy * _MainLightShadowmapSize.xy + u_xlat12.wy; u_xlat9.w = u_xlat12.y; u_xlat18.xy = u_xlat34.xy * _MainLightShadowmapSize.xy + u_xlat9.xw; u_xlat11.xzw = u_xlat12.xzw; u_xlat12 = u_xlat34.xyxy * _MainLightShadowmapSize.xyxy + u_xlat11.xyzy; u_xlat65.xy = u_xlat34.xy * _MainLightShadowmapSize.xy + u_xlat11.wy; u_xlat11.x = u_xlat9.x; u_xlat34.xy = u_xlat34.xy * _MainLightShadowmapSize.xy + u_xlat11.xy; u_xlat19 = u_xlat8.xxxx * u_xlat10; u_xlat20 = u_xlat8.yyyy * u_xlat10; u_xlat21 = u_xlat8.zzzz * u_xlat10; u_xlat8 = u_xlat8.wwww * u_xlat10; vec3 txVec13 = vec3(u_xlat13.xy,u_xlat1.w); u_xlat88 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0); vec3 txVec14 = vec3(u_xlat13.zw,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0); u_xlat9.x = u_xlat9.x * u_xlat19.y; u_xlat88 = u_xlat19.x * u_xlat88 + u_xlat9.x; vec3 txVec15 = vec3(u_xlat14.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0); u_xlat88 = u_xlat19.z * u_xlat9.x + u_xlat88; vec3 txVec16 = vec3(u_xlat16.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0); u_xlat88 = u_xlat19.w * u_xlat9.x + u_xlat88; vec3 txVec17 = vec3(u_xlat15.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0); u_xlat88 = u_xlat20.x * u_xlat9.x + u_xlat88; vec3 txVec18 = vec3(u_xlat15.zw,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0); u_xlat88 = u_xlat20.y * u_xlat9.x + u_xlat88; vec3 txVec19 = vec3(u_xlat68.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0); u_xlat88 = u_xlat20.z * u_xlat9.x + u_xlat88; vec3 txVec20 = vec3(u_xlat16.zw,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0); u_xlat88 = u_xlat20.w * u_xlat9.x + u_xlat88; vec3 txVec21 = vec3(u_xlat17.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0); u_xlat88 = u_xlat21.x * u_xlat9.x + u_xlat88; vec3 txVec22 = vec3(u_xlat17.zw,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0); u_xlat88 = u_xlat21.y * u_xlat9.x + u_xlat88; vec3 txVec23 = vec3(u_xlat36.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0); u_xlat88 = u_xlat21.z * u_xlat9.x + u_xlat88; vec3 txVec24 = vec3(u_xlat18.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0); u_xlat88 = u_xlat21.w * u_xlat9.x + u_xlat88; vec3 txVec25 = vec3(u_xlat12.xy,u_xlat1.w); u_xlat9.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0); u_xlat88 = u_xlat8.x * u_xlat9.x + u_xlat88; vec3 txVec26 = vec3(u_xlat12.zw,u_xlat1.w); u_xlat8.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0); u_xlat88 = u_xlat8.y * u_xlat8.x + u_xlat88; vec3 txVec27 = vec3(u_xlat65.xy,u_xlat1.w); u_xlat8.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0); u_xlat88 = u_xlat8.z * u_xlat8.x + u_xlat88; vec3 txVec28 = vec3(u_xlat34.xy,u_xlat1.w); u_xlat34.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0); u_xlat7.x = u_xlat8.w * u_xlat34.x + u_xlat88; } } } else { vec3 txVec29 = vec3(u_xlat1.xy,u_xlat1.w); u_xlat7.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0); } u_xlat1.x = (-_MainLightShadowParams.x) + 1.0; u_xlat1.x = u_xlat7.x * _MainLightShadowParams.x + u_xlat1.x; u_xlatb28 = 0.0>=u_xlat1.w; u_xlatb82 = u_xlat1.w>=1.0; u_xlatb28 = u_xlatb82 || u_xlatb28; u_xlat1.x = (u_xlatb28) ? 1.0 : u_xlat1.x; u_xlat7.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz); u_xlat28 = dot(u_xlat7.xyz, u_xlat7.xyz); u_xlat82 = u_xlat28 * _MainLightShadowParams.z + _MainLightShadowParams.w; u_xlat82 = clamp(u_xlat82, 0.0, 1.0); u_xlat88 = (-u_xlat1.x) + 1.0; u_xlat1.x = u_xlat82 * u_xlat88 + u_xlat1.x; u_xlat8.xyz = vec3(u_xlat87) * _MainLightColor.xyz; u_xlat82 = dot((-u_xlat2.xyz), u_xlat4.xyz); u_xlat82 = u_xlat82 + u_xlat82; u_xlat9.xyz = u_xlat4.xyz * (-vec3(u_xlat82)) + (-u_xlat2.xyz); u_xlat82 = dot(u_xlat4.xyz, u_xlat2.xyz); u_xlat82 = clamp(u_xlat82, 0.0, 1.0); u_xlat82 = (-u_xlat82) + 1.0; u_xlat82 = u_xlat82 * u_xlat82; u_xlat82 = u_xlat82 * u_xlat82; u_xlat88 = (-u_xlat83) * 0.699999988 + 1.70000005; u_xlat83 = u_xlat83 * u_xlat88; u_xlat83 = u_xlat83 * 6.0; u_xlat5.xy = u_xlat5.xy * _FPParams1.xy; u_xlatu5.xy = uvec2(u_xlat5.xy); u_xlatu10.xy = uvec2(_FPParams1.zw); u_xlati5 = int(u_xlatu5.y) * int(u_xlatu10.x) + int(u_xlatu5.x); u_xlatu5.x = u_xlatu10.y * uint(u_xlati5); u_xlat3.x = dot((-u_xlat3.xyz), u_xlat7.xyz); u_xlat30.x = log2(u_xlat3.x); u_xlat55 = (u_xlatb55) ? u_xlat30.x : u_xlat3.x; u_xlat55 = u_xlat55 * _FPParams0.x + _FPParams0.y; u_xlatu55 = uint(u_xlat55); u_xlatu3.x = uint(_FPParams2.x); u_xlatu3.x = u_xlatu3.x + 4294967295u; u_xlati30 = int(u_xlatu10.y) + 2; u_xlatu55 = min(u_xlatu55, u_xlatu3.x); u_xlatu3.x = uint(u_xlati30) * u_xlatu55; u_xlatu30.xy = uvec2(u_xlatu55) * uvec2(u_xlati30) + uvec2(1u, 2u); u_xlatu55 = u_xlatu30.x >> (2u & uint(0x1F)); u_xlati7.x = int(u_xlatu30.x) << (31 & int(0x1F)); u_xlati7.y = int(u_xlatu30.x) << (30 & int(0x1F)); u_xlati7.xy = u_xlati7.xy >> (ivec2(31) & int(0x1F)); u_xlati61.xy = ivec2(uvec2(u_xlati7.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu55)].wy)); u_xlati10.xy = ~(u_xlati7.xy); u_xlati10.xz = ivec2(uvec2(u_xlati10.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu55)].zx)); u_xlati7.xz = ivec2(uvec2(u_xlati61.xy) | uvec2(u_xlati10.xz)); u_xlati55 = int(uint(u_xlati7.y) & uint(u_xlati7.x)); u_xlati30 = int(uint(u_xlati10.y) & uint(u_xlati7.z)); u_xlatu55 = uint(u_xlati55) | uint(u_xlati30); u_xlatu7.xy = uvec2(_FPParams0.zw); u_xlatu10.x = u_xlatu5.x; u_xlatu10.y = u_xlatu30.y; u_xlatu64.x = 0u; u_xlatu64.y = u_xlatu55; u_xlat11.x = float(0.0); u_xlat11.y = float(0.0); u_xlat11.z = float(0.0); u_xlat30.x = 0.0; while(true){ u_xlatu32 = u_xlatu64.y >> (16u & uint(0x1F)); u_xlatu61.xy = u_xlatu64.xy; while(true){ u_xlatb89 = int(u_xlatu61.x)==0; u_xlatu90 = u_xlatu61.y & 65535u; u_xlatb90 = u_xlatu32>=u_xlatu90; u_xlatb89 = u_xlatb89 && u_xlatb90; if(!u_xlatb89){break;} u_xlatu89 = u_xlatu61.y >> (5u & uint(0x1F)); u_xlati89 = int(u_xlatu89 & 2047u); u_xlatu12 = uvec4(u_xlati89) + u_xlatu10.xxyy; u_xlatu13.xy = u_xlatu12.yw >> (uvec2(2u) & uint(0x1F)); u_xlati14.xz = ivec2(u_xlatu12.xz) << (ivec2(31) & int(0x1F)); u_xlati14.yw = ivec2(u_xlatu12.yw) << (ivec2(30) & int(0x1F)); u_xlati12 = u_xlati14 >> (ivec4(31) & int(0x1F)); u_xlati67.xy = ivec2(uvec2(u_xlati12.xx) & floatBitsToUint(urp_Tiles[int(u_xlatu13.x)].wy)); u_xlati14 = ~(u_xlati12); u_xlati15.xy = ivec2(uvec2(u_xlati14.xx) & floatBitsToUint(urp_Tiles[int(u_xlatu13.x)].zx)); u_xlati13.xz = ivec2(uvec2(u_xlati67.xy) | uvec2(u_xlati15.xy)); u_xlati90 = int(uint(u_xlati12.y) & uint(u_xlati13.x)); u_xlati92 = int(uint(u_xlati14.y) & uint(u_xlati13.z)); u_xlati90 = int(uint(u_xlati90) | uint(u_xlati92)); u_xlati12.xy = ivec2(uvec2(u_xlati12.zz) & floatBitsToUint(urp_ZBins[int(u_xlatu13.y)].wy)); u_xlati13.xy = ivec2(uvec2(u_xlati14.zz) & floatBitsToUint(urp_ZBins[int(u_xlatu13.y)].zx)); u_xlati12.xy = ivec2(uvec2(u_xlati12.xy) | uvec2(u_xlati13.xy)); u_xlati92 = int(uint(u_xlati12.w) & uint(u_xlati12.x)); u_xlati12.x = int(uint(u_xlati14.w) & uint(u_xlati12.y)); u_xlati92 = int(uint(u_xlati92) | uint(u_xlati12.x)); u_xlati90 = int(uint(u_xlati90) & uint(u_xlati92)); u_xlati92 = int(0xFFFFFFFFu) << (int(u_xlatu61.y) & int(0x1F)); u_xlati90 = int(uint(u_xlati90) & uint(u_xlati92)); u_xlati89 = u_xlati89 << (5 & int(0x1F)); u_xlatu89 = u_xlatu32 + (-uint(u_xlati89)); u_xlatu89 = min(u_xlatu89, 31u); u_xlatu89 = (-u_xlatu89) + 31u; u_xlatu89 = 4294967295u >> (u_xlatu89 & uint(0x1F)); u_xlatu61.x = u_xlatu89 & uint(u_xlati90); u_xlati89 = int(u_xlatu61.y) + 32; u_xlatu61.y = uint(u_xlati89) & 4294967264u; } u_xlatu64.y = u_xlatu61.y; u_xlatb32 = int(u_xlatu61.x)!=0; u_xlatb89 = u_xlat30.x<0.99000001; u_xlatb32 = u_xlatb32 && u_xlatb89; if(!u_xlatb32){break;} u_xlatu32 = uint(int(u_xlatu61.x) << (16 & int(0x1F))); u_xlatu89 = (u_xlatu32 != uint(0)) ? u_xlatu32 : u_xlatu61.x; u_xlatu90 = uint(int(u_xlatu89) << (8 & int(0x1F))); u_xlatu89 = (u_xlatu90 != uint(0)) ? u_xlatu90 : u_xlatu89; u_xlati12.xy = (uint(u_xlatu32) != uint(0)) ? ivec2(15, 7) : ivec2(31, 23); u_xlati32 = (u_xlatu90 != uint(0)) ? u_xlati12.y : u_xlati12.x; u_xlatu90 = uint(int(u_xlatu89) << (4 & int(0x1F))); u_xlatu89 = (u_xlatu90 != uint(0)) ? u_xlatu90 : u_xlatu89; u_xlati92 = u_xlati32 + int(0xFFFFFFFCu); u_xlati32 = (u_xlatu90 != uint(0)) ? u_xlati92 : u_xlati32; u_xlatu90 = uint(int(u_xlatu89) << (2 & int(0x1F))); u_xlatu89 = (u_xlatu90 != uint(0)) ? u_xlatu90 : u_xlatu89; u_xlati92 = u_xlati32 + int(0xFFFFFFFEu); u_xlati32 = (u_xlatu90 != uint(0)) ? u_xlati92 : u_xlati32; u_xlati89 = int(u_xlatu89) << (1 & int(0x1F)); u_xlati90 = u_xlati32 + int(0xFFFFFFFFu); u_xlati32 = (u_xlati89 != 0) ? u_xlati90 : u_xlati32; u_xlati32 = (u_xlatu61.x != uint(0)) ? u_xlati32 : int(0xFFFFFFFFu); u_xlati89 = 1 << (u_xlati32 & int(0x1F)); u_xlatu64.x = u_xlatu61.x ^ uint(u_xlati89); u_xlati89 = int(u_xlatu64.y) + int(0xFFFFFFE0u); u_xlati89 = int(uint(u_xlati89) & 65504u); u_xlati32 = u_xlati32 + u_xlati89; u_xlati32 = (-int(u_xlatu7.x)) + u_xlati32; u_xlat12.xyz = urp_ReflProbes_BoxMax[u_xlati32].xyz + (-urp_ReflProbes_BoxMin[u_xlati32].xyz); u_xlat12.xyz = u_xlat12.xyz * vec3(0.5, 0.5, 0.5) + urp_ReflProbes_BoxMin[u_xlati32].xyz; u_xlat13.xyz = (-u_xlat12.xyz) + vs_TEXCOORD1.xyz; u_xlat14 = urp_ReflProbes_Rotation[u_xlati32].zzxy + urp_ReflProbes_Rotation[u_xlati32].zzxy; u_xlat15.xyz = u_xlat14.zwy * urp_ReflProbes_Rotation[u_xlati32].xyz; u_xlat16 = u_xlat14 * urp_ReflProbes_Rotation[u_xlati32].xyww; u_xlat89 = u_xlat14.y * urp_ReflProbes_Rotation[u_xlati32].w; u_xlat15.xyz = u_xlat15.zzy + u_xlat15.yxx; u_xlat15.xyz = (-u_xlat15.xyz) + vec3(1.0, 1.0, 1.0); u_xlat17.xy = u_xlat13.xy * u_xlat15.xy; u_xlat90 = urp_ReflProbes_Rotation[u_xlati32].x * u_xlat14.w + (-u_xlat89); u_xlat92 = u_xlat90 * u_xlat13.y + u_xlat17.x; u_xlat16.xy = u_xlat16.wz + u_xlat16.xy; u_xlat93 = u_xlat13.y * u_xlat16.y; u_xlat18.x = u_xlat16.x * u_xlat13.z + u_xlat92; u_xlat89 = urp_ReflProbes_Rotation[u_xlati32].x * u_xlat14.w + u_xlat89; u_xlat92 = u_xlat89 * u_xlat13.x + u_xlat17.y; u_xlat40.xz = urp_ReflProbes_Rotation[u_xlati32].yx * u_xlat14.yx + (-u_xlat16.zw); u_xlat18.y = u_xlat40.x * u_xlat13.z + u_xlat92; u_xlat92 = u_xlat40.z * u_xlat13.x + u_xlat93; u_xlat18.z = u_xlat15.z * u_xlat13.z + u_xlat92; u_xlat12.xyz = u_xlat12.xyz + u_xlat18.xyz; u_xlat14.xyz = u_xlat12.xyz + (-urp_ReflProbes_BoxMin[u_xlati32].xyz); u_xlat17.xyz = (-u_xlat12.xyz) + urp_ReflProbes_BoxMax[u_xlati32].xyz; u_xlat14.xyz = min(u_xlat14.xyz, u_xlat17.xyz); u_xlat14.xyz = u_xlat14.xyz / urp_ReflProbes_BoxMax[u_xlati32].www; u_xlat92 = min(u_xlat14.z, u_xlat14.y); u_xlat92 = min(u_xlat92, u_xlat14.x); u_xlat92 = clamp(u_xlat92, 0.0, 1.0); u_xlat93 = (-u_xlat30.x) + 1.0; u_xlat92 = min(u_xlat92, u_xlat93); u_xlat13.xz = u_xlat9.xy * u_xlat15.xy; u_xlat90 = u_xlat90 * u_xlat9.y + u_xlat13.x; u_xlat93 = u_xlat9.y * u_xlat16.y; u_xlat14.x = u_xlat16.x * u_xlat9.z + u_xlat90; u_xlat89 = u_xlat89 * u_xlat9.x + u_xlat13.z; u_xlat14.y = u_xlat40.x * u_xlat9.z + u_xlat89; u_xlat89 = u_xlat40.z * u_xlat9.x + u_xlat93; u_xlat14.z = u_xlat15.z * u_xlat9.z + u_xlat89; u_xlatb89 = 0.0=0; if(u_xlatb90){ u_xlatb90 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_AdditionalShadowParams[int(u_xlatu_loop_1)].z); if(u_xlatb90){ u_xlatb10.xyz = greaterThanEqual(abs(u_xlat9.zzyz), abs(u_xlat9.xyxx)).xyz; u_xlatb90 = 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_xlat91 = u_xlatb10.w ? 1.0 : float(0.0); u_xlat37 = (u_xlatb10.z) ? u_xlat10.y : u_xlat91; u_xlat90 = (u_xlatb90) ? u_xlat10.x : u_xlat37; u_xlati90 = int(u_xlat90); u_xlati89 = u_xlati89 + u_xlati90; } u_xlati89 = u_xlati89 << (2 & int(0x1F)); u_xlat10 = vs_TEXCOORD1.yyyy * hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati89 + 1)]; u_xlat10 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[u_xlati89] * vs_TEXCOORD1.xxxx + u_xlat10; u_xlat10 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati89 + 2)] * vs_TEXCOORD1.zzzz + u_xlat10; u_xlat10 = u_xlat10 + hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati89 + 3)]; u_xlat10.xyz = u_xlat10.xyz / u_xlat10.www; u_xlatb89 = 0.0<_AdditionalShadowParams[int(u_xlatu_loop_1)].y; if(u_xlatb89){ u_xlatb89 = 1.0==_AdditionalShadowParams[int(u_xlatu_loop_1)].y; if(u_xlatb89){ u_xlat11 = u_xlat10.xyxy + _AdditionalShadowOffset0; vec3 txVec30 = vec3(u_xlat11.xy,u_xlat10.z); u_xlat12.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec30, 0.0); vec3 txVec31 = vec3(u_xlat11.zw,u_xlat10.z); u_xlat12.y = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec31, 0.0); u_xlat11 = u_xlat10.xyxy + _AdditionalShadowOffset1; vec3 txVec32 = vec3(u_xlat11.xy,u_xlat10.z); u_xlat12.z = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec32, 0.0); vec3 txVec33 = vec3(u_xlat11.zw,u_xlat10.z); u_xlat12.w = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec33, 0.0); u_xlat89 = dot(u_xlat12, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb90 = 2.0==_AdditionalShadowParams[int(u_xlatu_loop_1)].y; if(u_xlatb90){ u_xlat11.xy = u_xlat10.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat11.xy = floor(u_xlat11.xy); u_xlat65.xy = u_xlat10.xy * _AdditionalShadowmapSize.zw + (-u_xlat11.xy); u_xlat12 = u_xlat65.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat13 = u_xlat12.xxzz * u_xlat12.xxzz; u_xlat12.xz = u_xlat13.yw * vec2(0.0799999982, 0.0799999982); u_xlat13.xy = u_xlat13.xz * vec2(0.5, 0.5) + (-u_xlat65.xy); u_xlat67.xy = (-u_xlat65.xy) + vec2(1.0, 1.0); u_xlat14.xy = min(u_xlat65.xy, vec2(0.0, 0.0)); u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat67.xy; u_xlat65.xy = max(u_xlat65.xy, vec2(0.0, 0.0)); u_xlat65.xy = (-u_xlat65.xy) * u_xlat65.xy + u_xlat12.yw; u_xlat14.xy = u_xlat14.xy + vec2(1.0, 1.0); u_xlat65.xy = u_xlat65.xy + vec2(1.0, 1.0); u_xlat15.xy = u_xlat13.xy * vec2(0.159999996, 0.159999996); u_xlat13.xy = u_xlat67.xy * vec2(0.159999996, 0.159999996); u_xlat14.xy = u_xlat14.xy * vec2(0.159999996, 0.159999996); u_xlat16.xy = u_xlat65.xy * vec2(0.159999996, 0.159999996); u_xlat65.xy = u_xlat12.yw * vec2(0.159999996, 0.159999996); u_xlat15.z = u_xlat14.x; u_xlat15.w = u_xlat65.x; u_xlat13.z = u_xlat16.x; u_xlat13.w = u_xlat12.x; u_xlat17 = u_xlat13.zwxz + u_xlat15.zwxz; u_xlat14.z = u_xlat15.y; u_xlat14.w = u_xlat65.y; u_xlat16.z = u_xlat13.y; u_xlat16.w = u_xlat12.z; u_xlat12.xyz = u_xlat14.zyw + u_xlat16.zyw; u_xlat13.xyz = u_xlat13.xzw / u_xlat17.zwy; u_xlat13.xyz = u_xlat13.xyz + vec3(-2.5, -0.5, 1.5); u_xlat14.xyz = u_xlat16.zyw / u_xlat12.xyz; u_xlat14.xyz = u_xlat14.xyz + vec3(-2.5, -0.5, 1.5); u_xlat13.xyz = u_xlat13.yxz * _AdditionalShadowmapSize.xxx; u_xlat14.xyz = u_xlat14.xyz * _AdditionalShadowmapSize.yyy; u_xlat13.w = u_xlat14.x; u_xlat15 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat13.ywxw; u_xlat65.xy = u_xlat11.xy * _AdditionalShadowmapSize.xy + u_xlat13.zw; u_xlat14.w = u_xlat13.y; u_xlat13.yw = u_xlat14.yz; u_xlat16 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat13.xyzy; u_xlat14 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat14.wywz; u_xlat13 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat13.xwzw; u_xlat18 = u_xlat12.xxxy * u_xlat17.zwyz; u_xlat19 = u_xlat12.yyzz * u_xlat17; u_xlat90 = u_xlat12.z * u_xlat17.y; vec3 txVec34 = vec3(u_xlat15.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec34, 0.0); vec3 txVec35 = vec3(u_xlat15.zw,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec35, 0.0); u_xlat11.x = u_xlat11.x * u_xlat18.y; u_xlat91 = u_xlat18.x * u_xlat91 + u_xlat11.x; vec3 txVec36 = vec3(u_xlat65.xy,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec36, 0.0); u_xlat91 = u_xlat18.z * u_xlat11.x + u_xlat91; vec3 txVec37 = vec3(u_xlat14.xy,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec37, 0.0); u_xlat91 = u_xlat18.w * u_xlat11.x + u_xlat91; vec3 txVec38 = vec3(u_xlat16.xy,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec38, 0.0); u_xlat91 = u_xlat19.x * u_xlat11.x + u_xlat91; vec3 txVec39 = vec3(u_xlat16.zw,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec39, 0.0); u_xlat91 = u_xlat19.y * u_xlat11.x + u_xlat91; vec3 txVec40 = vec3(u_xlat14.zw,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec40, 0.0); u_xlat91 = u_xlat19.z * u_xlat11.x + u_xlat91; vec3 txVec41 = vec3(u_xlat13.xy,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec41, 0.0); u_xlat91 = u_xlat19.w * u_xlat11.x + u_xlat91; vec3 txVec42 = vec3(u_xlat13.zw,u_xlat10.z); u_xlat11.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec42, 0.0); u_xlat89 = u_xlat90 * u_xlat11.x + u_xlat91; } else { u_xlat11.xy = u_xlat10.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat11.xy = floor(u_xlat11.xy); u_xlat65.xy = u_xlat10.xy * _AdditionalShadowmapSize.zw + (-u_xlat11.xy); u_xlat12 = u_xlat65.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat13 = u_xlat12.xxzz * u_xlat12.xxzz; u_xlat14.yw = u_xlat13.yw * vec2(0.0408160016, 0.0408160016); u_xlat12.xz = u_xlat13.xz * vec2(0.5, 0.5) + (-u_xlat65.xy); u_xlat13.xy = (-u_xlat65.xy) + vec2(1.0, 1.0); u_xlat67.xy = min(u_xlat65.xy, vec2(0.0, 0.0)); u_xlat13.xy = (-u_xlat67.xy) * u_xlat67.xy + u_xlat13.xy; u_xlat67.xy = max(u_xlat65.xy, vec2(0.0, 0.0)); u_xlat39.xz = (-u_xlat67.xy) * u_xlat67.xy + u_xlat12.yw; u_xlat13.xy = u_xlat13.xy + vec2(2.0, 2.0); u_xlat12.yw = u_xlat39.xz + vec2(2.0, 2.0); u_xlat15.z = u_xlat12.y * 0.0816320032; u_xlat16.xyz = u_xlat12.zxw * vec3(0.0816320032, 0.0816320032, 0.0816320032); u_xlat12.xy = u_xlat13.xy * vec2(0.0816320032, 0.0816320032); u_xlat15.x = u_xlat16.y; u_xlat15.yw = u_xlat65.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat13.xz = u_xlat65.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat13.y = u_xlat12.x; u_xlat13.w = u_xlat14.y; u_xlat15 = u_xlat13 + u_xlat15; u_xlat16.yw = u_xlat65.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat14.xz = u_xlat65.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat14.y = u_xlat12.y; u_xlat12 = u_xlat14 + u_xlat16; u_xlat13 = u_xlat13 / u_xlat15; u_xlat13 = u_xlat13 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat14 = u_xlat14 / u_xlat12; u_xlat14 = u_xlat14 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat13 = u_xlat13.wxyz * _AdditionalShadowmapSize.xxxx; u_xlat14 = u_xlat14.xwyz * _AdditionalShadowmapSize.yyyy; u_xlat16.xzw = u_xlat13.yzw; u_xlat16.y = u_xlat14.x; u_xlat17 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16.xyzy; u_xlat65.xy = u_xlat11.xy * _AdditionalShadowmapSize.xy + u_xlat16.wy; u_xlat13.y = u_xlat16.y; u_xlat16.y = u_xlat14.z; u_xlat18 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16.xyzy; u_xlat19.xy = u_xlat11.xy * _AdditionalShadowmapSize.xy + u_xlat16.wy; u_xlat13.z = u_xlat16.y; u_xlat20 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat13.xyxz; u_xlat16.y = u_xlat14.w; u_xlat21 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16.xyzy; u_xlat40.xy = u_xlat11.xy * _AdditionalShadowmapSize.xy + u_xlat16.wy; u_xlat13.w = u_xlat16.y; u_xlat73.xy = u_xlat11.xy * _AdditionalShadowmapSize.xy + u_xlat13.xw; u_xlat14.xzw = u_xlat16.xzw; u_xlat16 = u_xlat11.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat14.xyzy; u_xlat68.xy = u_xlat11.xy * _AdditionalShadowmapSize.xy + u_xlat14.wy; u_xlat14.x = u_xlat13.x; u_xlat11.xy = u_xlat11.xy * _AdditionalShadowmapSize.xy + u_xlat14.xy; u_xlat22 = u_xlat12.xxxx * u_xlat15; u_xlat23 = u_xlat12.yyyy * u_xlat15; u_xlat24 = u_xlat12.zzzz * u_xlat15; u_xlat12 = u_xlat12.wwww * u_xlat15; vec3 txVec43 = vec3(u_xlat17.xy,u_xlat10.z); u_xlat90 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec43, 0.0); vec3 txVec44 = vec3(u_xlat17.zw,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec44, 0.0); u_xlat91 = u_xlat91 * u_xlat22.y; u_xlat90 = u_xlat22.x * u_xlat90 + u_xlat91; vec3 txVec45 = vec3(u_xlat65.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec45, 0.0); u_xlat90 = u_xlat22.z * u_xlat91 + u_xlat90; vec3 txVec46 = vec3(u_xlat20.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec46, 0.0); u_xlat90 = u_xlat22.w * u_xlat91 + u_xlat90; vec3 txVec47 = vec3(u_xlat18.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec47, 0.0); u_xlat90 = u_xlat23.x * u_xlat91 + u_xlat90; vec3 txVec48 = vec3(u_xlat18.zw,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec48, 0.0); u_xlat90 = u_xlat23.y * u_xlat91 + u_xlat90; vec3 txVec49 = vec3(u_xlat19.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec49, 0.0); u_xlat90 = u_xlat23.z * u_xlat91 + u_xlat90; vec3 txVec50 = vec3(u_xlat20.zw,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec50, 0.0); u_xlat90 = u_xlat23.w * u_xlat91 + u_xlat90; vec3 txVec51 = vec3(u_xlat21.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec51, 0.0); u_xlat90 = u_xlat24.x * u_xlat91 + u_xlat90; vec3 txVec52 = vec3(u_xlat21.zw,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec52, 0.0); u_xlat90 = u_xlat24.y * u_xlat91 + u_xlat90; vec3 txVec53 = vec3(u_xlat40.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec53, 0.0); u_xlat90 = u_xlat24.z * u_xlat91 + u_xlat90; vec3 txVec54 = vec3(u_xlat73.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec54, 0.0); u_xlat90 = u_xlat24.w * u_xlat91 + u_xlat90; vec3 txVec55 = vec3(u_xlat16.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec55, 0.0); u_xlat90 = u_xlat12.x * u_xlat91 + u_xlat90; vec3 txVec56 = vec3(u_xlat16.zw,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec56, 0.0); u_xlat90 = u_xlat12.y * u_xlat91 + u_xlat90; vec3 txVec57 = vec3(u_xlat68.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec57, 0.0); u_xlat90 = u_xlat12.z * u_xlat91 + u_xlat90; vec3 txVec58 = vec3(u_xlat11.xy,u_xlat10.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec58, 0.0); u_xlat89 = u_xlat12.w * u_xlat91 + u_xlat90; } } } else { vec3 txVec59 = vec3(u_xlat10.xy,u_xlat10.z); u_xlat89 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec59, 0.0); } u_xlat90 = 1.0 + (-_AdditionalShadowParams[int(u_xlatu_loop_1)].x); u_xlat89 = u_xlat89 * _AdditionalShadowParams[int(u_xlatu_loop_1)].x + u_xlat90; u_xlatb90 = 0.0>=u_xlat10.z; u_xlatb10.x = u_xlat10.z>=1.0; u_xlatb90 = u_xlatb90 || u_xlatb10.x; u_xlat89 = (u_xlatb90) ? 1.0 : u_xlat89; } else { u_xlat89 = 1.0; } u_xlat90 = (-u_xlat89) + 1.0; u_xlat89 = u_xlat28 * u_xlat90 + u_xlat89; u_xlat10.xyz = vec3(u_xlat87) * _AdditionalLightsColor[int(u_xlatu_loop_1)].xyz; u_xlati90 = int(floatBitsToUint(unity_RenderingLayer.x) & floatBitsToUint(_AdditionalLightsLayerMasks[int(u_xlatu_loop_1)])); u_xlat84 = u_xlat84 * u_xlat89; u_xlat89 = dot(u_xlat4.xyz, u_xlat9.xyz); u_xlat89 = clamp(u_xlat89, 0.0, 1.0); u_xlat84 = u_xlat84 * u_xlat89; u_xlat10.xyz = vec3(u_xlat84) * u_xlat10.xyz; u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat32) + u_xlat2.xyz; u_xlat84 = dot(u_xlat8.xyz, u_xlat8.xyz); u_xlat84 = max(u_xlat84, 1.17549435e-38); u_xlat84 = inversesqrt(u_xlat84); u_xlat8.xyz = vec3(u_xlat84) * u_xlat8.xyz; u_xlat84 = dot(u_xlat4.xyz, u_xlat8.xyz); u_xlat84 = clamp(u_xlat84, 0.0, 1.0); u_xlat32 = dot(u_xlat9.xyz, u_xlat8.xyz); u_xlat32 = clamp(u_xlat32, 0.0, 1.0); u_xlat84 = u_xlat84 * u_xlat84; u_xlat84 = u_xlat84 * u_xlat30.x + 1.00001001; u_xlat32 = u_xlat32 * u_xlat32; u_xlat84 = u_xlat84 * u_xlat84; u_xlat32 = max(u_xlat32, 0.100000001); u_xlat84 = u_xlat84 * u_xlat32; u_xlat84 = u_xlat59 * u_xlat84; u_xlat84 = u_xlat85 / u_xlat84; u_xlat8.xyz = _SpecColor.xyz * vec3(u_xlat84) + u_xlat0.xyz; u_xlat8.xyz = u_xlat8.xyz * u_xlat10.xyz + u_xlat7.xzw; u_xlat7.xzw = (int(u_xlati90) != 0) ? u_xlat8.xyz : u_xlat7.xzw; } u_xlatu81 = u_xlatu3.x >> (2u & uint(0x1F)); u_xlati8.x = int(u_xlatu3.x) << (31 & int(0x1F)); u_xlati8.y = int(u_xlatu3.x) << (30 & int(0x1F)); u_xlati3.xw = u_xlati8.xy >> (ivec2(31) & int(0x1F)); u_xlati8.xy = ivec2(uvec2(u_xlati3.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu81)].wy)); u_xlati62.xy = ~(u_xlati3.xw); u_xlati9.xy = ivec2(uvec2(u_xlati62.xx) & floatBitsToUint(urp_ZBins[int(u_xlatu81)].zx)); u_xlati8.xy = ivec2(uvec2(u_xlati8.xy) | uvec2(u_xlati9.xy)); u_xlati81 = int(uint(u_xlati3.w) & uint(u_xlati8.x)); u_xlati83 = int(uint(u_xlati62.y) & uint(u_xlati8.y)); u_xlatu81 = uint(u_xlati81) | uint(u_xlati83); u_xlatu8.x = u_xlatu5.x; u_xlatu8.y = u_xlatu30.y; u_xlatu62.x = 0u; u_xlatu62.y = u_xlatu81; u_xlat9.xyz = u_xlat7.xzw; while(true){ u_xlatu83 = u_xlatu62.y >> (16u & uint(0x1F)); u_xlatu3.xw = u_xlatu62.xy; while(true){ u_xlatb32 = int(u_xlatu3.x)==0; u_xlatu90 = u_xlatu3.w & 65535u; u_xlatb90 = u_xlatu83>=u_xlatu90; u_xlatb32 = u_xlatb32 && u_xlatb90; if(!u_xlatb32){break;} u_xlatu32 = u_xlatu3.w >> (5u & uint(0x1F)); u_xlati32 = int(u_xlatu32 & 2047u); u_xlatu10 = uvec4(u_xlati32) + 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_xlati65.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_xlati65.xy) | uvec2(u_xlati13.xy)); u_xlati90 = int(uint(u_xlati10.y) & uint(u_xlati11.x)); u_xlati10.x = int(uint(u_xlati12.y) & uint(u_xlati11.z)); u_xlati90 = int(uint(u_xlati90) | 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_xlati37 = int(uint(u_xlati12.w) & uint(u_xlati10.y)); u_xlati10.x = int(uint(u_xlati37) | uint(u_xlati10.x)); u_xlati90 = int(uint(u_xlati90) & uint(u_xlati10.x)); u_xlati10.x = int(0xFFFFFFFFu) << (int(u_xlatu3.w) & int(0x1F)); u_xlati90 = int(uint(u_xlati90) & uint(u_xlati10.x)); u_xlati32 = u_xlati32 << (5 & int(0x1F)); u_xlatu32 = u_xlatu83 + (-uint(u_xlati32)); u_xlatu32 = min(u_xlatu32, 31u); u_xlatu32 = (-u_xlatu32) + 31u; u_xlatu32 = 4294967295u >> (u_xlatu32 & uint(0x1F)); u_xlatu3.x = u_xlatu32 & uint(u_xlati90); u_xlati32 = int(u_xlatu3.w) + 32; u_xlatu3.w = uint(u_xlati32) & 4294967264u; } u_xlatu62.y = u_xlatu3.w; if(u_xlatu3.x == uint(0)) {break;} u_xlatu83 = uint(int(u_xlatu3.x) << (16 & int(0x1F))); u_xlatu32 = (u_xlatu83 != uint(0)) ? u_xlatu83 : u_xlatu3.x; u_xlatu90 = uint(int(u_xlatu32) << (8 & int(0x1F))); u_xlatu32 = (u_xlatu90 != uint(0)) ? u_xlatu90 : u_xlatu32; u_xlati10.xy = (uint(u_xlatu83) != uint(0)) ? ivec2(15, 7) : ivec2(31, 23); u_xlati83 = (u_xlatu90 != uint(0)) ? u_xlati10.y : u_xlati10.x; u_xlatu90 = uint(int(u_xlatu32) << (4 & int(0x1F))); u_xlatu32 = (u_xlatu90 != uint(0)) ? u_xlatu90 : u_xlatu32; u_xlati10.x = u_xlati83 + int(0xFFFFFFFCu); u_xlati83 = (u_xlatu90 != uint(0)) ? u_xlati10.x : u_xlati83; u_xlatu90 = uint(int(u_xlatu32) << (2 & int(0x1F))); u_xlatu32 = (u_xlatu90 != uint(0)) ? u_xlatu90 : u_xlatu32; u_xlati10.x = u_xlati83 + int(0xFFFFFFFEu); u_xlati83 = (u_xlatu90 != uint(0)) ? u_xlati10.x : u_xlati83; u_xlati32 = int(u_xlatu32) << (1 & int(0x1F)); u_xlati90 = u_xlati83 + int(0xFFFFFFFFu); u_xlati83 = (u_xlati32 != 0) ? u_xlati90 : u_xlati83; u_xlati83 = (u_xlatu3.x != uint(0)) ? u_xlati83 : int(0xFFFFFFFFu); u_xlati32 = 1 << (u_xlati83 & int(0x1F)); u_xlatu62.x = u_xlatu3.x ^ uint(u_xlati32); u_xlati32 = int(u_xlatu62.y) + int(0xFFFFFFE0u); u_xlati32 = int(uint(u_xlati32) & 65504u); u_xlati83 = u_xlati83 + u_xlati32; u_xlati83 = int(u_xlatu7.y) + u_xlati83; u_xlat10.xyz = (-vs_TEXCOORD1.xyz) * _AdditionalLightsPosition[u_xlati83].www + _AdditionalLightsPosition[u_xlati83].xyz; u_xlat32 = dot(u_xlat10.xyz, u_xlat10.xyz); u_xlat32 = max(u_xlat32, 6.10351562e-05); u_xlat90 = inversesqrt(u_xlat32); u_xlat11.xyz = vec3(u_xlat90) * u_xlat10.xyz; u_xlat91 = float(1.0) / u_xlat32; u_xlat32 = u_xlat32 * _AdditionalLightsAttenuation[u_xlati83].x; u_xlat32 = (-u_xlat32) * u_xlat32 + 1.0; u_xlat32 = max(u_xlat32, 0.0); u_xlat32 = u_xlat32 * u_xlat32; u_xlat32 = u_xlat32 * u_xlat91; u_xlat91 = dot(_AdditionalLightsSpotDir[u_xlati83].xyz, u_xlat11.xyz); u_xlat91 = u_xlat91 * _AdditionalLightsAttenuation[u_xlati83].z + _AdditionalLightsAttenuation[u_xlati83].w; u_xlat91 = clamp(u_xlat91, 0.0, 1.0); u_xlat91 = u_xlat91 * u_xlat91; u_xlat32 = u_xlat32 * u_xlat91; u_xlatb91 = u_xlati83<0; u_xlati92 = int(_AdditionalShadowParams[u_xlati83].w); u_xlati91 = (u_xlatb91) ? int(0xFFFFFFFFu) : u_xlati92; u_xlatb92 = u_xlati91>=0; if(u_xlatb92){ u_xlatb92 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_AdditionalShadowParams[u_xlati83].z); if(u_xlatb92){ u_xlatb12.xyz = greaterThanEqual(abs(u_xlat11.zzyz), abs(u_xlat11.xyxx)).xyz; u_xlatb92 = 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_xlat93 = u_xlatb12.w ? 1.0 : float(0.0); u_xlat39.x = (u_xlatb12.z) ? u_xlat12.y : u_xlat93; u_xlat92 = (u_xlatb92) ? u_xlat12.x : u_xlat39.x; u_xlati92 = int(u_xlat92); u_xlati91 = u_xlati91 + u_xlati92; } u_xlati91 = u_xlati91 << (2 & int(0x1F)); u_xlat12 = vs_TEXCOORD1.yyyy * hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati91 + 1)]; u_xlat12 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[u_xlati91] * vs_TEXCOORD1.xxxx + u_xlat12; u_xlat12 = hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati91 + 2)] * vs_TEXCOORD1.zzzz + u_xlat12; u_xlat12 = u_xlat12 + hlslcc_mtx4x4_AdditionalLightsWorldToShadow[(u_xlati91 + 3)]; u_xlat12.xyz = u_xlat12.xyz / u_xlat12.www; u_xlatb91 = 0.0<_AdditionalShadowParams[u_xlati83].y; if(u_xlatb91){ u_xlatb91 = 1.0==_AdditionalShadowParams[u_xlati83].y; if(u_xlatb91){ u_xlat13 = u_xlat12.xyxy + _AdditionalShadowOffset0; vec3 txVec60 = vec3(u_xlat13.xy,u_xlat12.z); u_xlat14.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec60, 0.0); vec3 txVec61 = vec3(u_xlat13.zw,u_xlat12.z); u_xlat14.y = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec61, 0.0); u_xlat13 = u_xlat12.xyxy + _AdditionalShadowOffset1; vec3 txVec62 = vec3(u_xlat13.xy,u_xlat12.z); u_xlat14.z = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec62, 0.0); vec3 txVec63 = vec3(u_xlat13.zw,u_xlat12.z); u_xlat14.w = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec63, 0.0); u_xlat91 = dot(u_xlat14, vec4(0.25, 0.25, 0.25, 0.25)); } else { u_xlatb92 = 2.0==_AdditionalShadowParams[u_xlati83].y; if(u_xlatb92){ u_xlat13.xy = u_xlat12.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat13.xy = floor(u_xlat13.xy); u_xlat67.xy = u_xlat12.xy * _AdditionalShadowmapSize.zw + (-u_xlat13.xy); u_xlat14 = u_xlat67.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat15 = u_xlat14.xxzz * u_xlat14.xxzz; u_xlat14.xz = u_xlat15.yw * vec2(0.0799999982, 0.0799999982); u_xlat15.xy = u_xlat15.xz * vec2(0.5, 0.5) + (-u_xlat67.xy); u_xlat69.xy = (-u_xlat67.xy) + vec2(1.0, 1.0); u_xlat16.xy = min(u_xlat67.xy, vec2(0.0, 0.0)); u_xlat16.xy = (-u_xlat16.xy) * u_xlat16.xy + u_xlat69.xy; u_xlat67.xy = max(u_xlat67.xy, vec2(0.0, 0.0)); u_xlat67.xy = (-u_xlat67.xy) * u_xlat67.xy + u_xlat14.yw; u_xlat16.xy = u_xlat16.xy + vec2(1.0, 1.0); u_xlat67.xy = u_xlat67.xy + vec2(1.0, 1.0); u_xlat17.xy = u_xlat15.xy * vec2(0.159999996, 0.159999996); u_xlat15.xy = u_xlat69.xy * vec2(0.159999996, 0.159999996); u_xlat16.xy = u_xlat16.xy * vec2(0.159999996, 0.159999996); u_xlat18.xy = u_xlat67.xy * vec2(0.159999996, 0.159999996); u_xlat67.xy = u_xlat14.yw * vec2(0.159999996, 0.159999996); u_xlat17.z = u_xlat16.x; u_xlat17.w = u_xlat67.x; u_xlat15.z = u_xlat18.x; u_xlat15.w = u_xlat14.x; u_xlat19 = u_xlat15.zwxz + u_xlat17.zwxz; u_xlat16.z = u_xlat17.y; u_xlat16.w = u_xlat67.y; u_xlat18.z = u_xlat15.y; u_xlat18.w = u_xlat14.z; u_xlat14.xyz = u_xlat16.zyw + u_xlat18.zyw; u_xlat15.xyz = u_xlat15.xzw / u_xlat19.zwy; u_xlat15.xyz = u_xlat15.xyz + vec3(-2.5, -0.5, 1.5); u_xlat16.xyz = u_xlat18.zyw / u_xlat14.xyz; u_xlat16.xyz = u_xlat16.xyz + vec3(-2.5, -0.5, 1.5); u_xlat15.xyz = u_xlat15.yxz * _AdditionalShadowmapSize.xxx; u_xlat16.xyz = u_xlat16.xyz * _AdditionalShadowmapSize.yyy; u_xlat15.w = u_xlat16.x; u_xlat17 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat15.ywxw; u_xlat67.xy = u_xlat13.xy * _AdditionalShadowmapSize.xy + u_xlat15.zw; u_xlat16.w = u_xlat15.y; u_xlat15.yw = u_xlat16.yz; u_xlat18 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat15.xyzy; u_xlat16 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16.wywz; u_xlat15 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat15.xwzw; u_xlat20 = u_xlat14.xxxy * u_xlat19.zwyz; u_xlat21 = u_xlat14.yyzz * u_xlat19; u_xlat92 = u_xlat14.z * u_xlat19.y; vec3 txVec64 = vec3(u_xlat17.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec64, 0.0); vec3 txVec65 = vec3(u_xlat17.zw,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec65, 0.0); u_xlat13.x = u_xlat13.x * u_xlat20.y; u_xlat93 = u_xlat20.x * u_xlat93 + u_xlat13.x; vec3 txVec66 = vec3(u_xlat67.xy,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec66, 0.0); u_xlat93 = u_xlat20.z * u_xlat13.x + u_xlat93; vec3 txVec67 = vec3(u_xlat16.xy,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec67, 0.0); u_xlat93 = u_xlat20.w * u_xlat13.x + u_xlat93; vec3 txVec68 = vec3(u_xlat18.xy,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec68, 0.0); u_xlat93 = u_xlat21.x * u_xlat13.x + u_xlat93; vec3 txVec69 = vec3(u_xlat18.zw,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec69, 0.0); u_xlat93 = u_xlat21.y * u_xlat13.x + u_xlat93; vec3 txVec70 = vec3(u_xlat16.zw,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec70, 0.0); u_xlat93 = u_xlat21.z * u_xlat13.x + u_xlat93; vec3 txVec71 = vec3(u_xlat15.xy,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec71, 0.0); u_xlat93 = u_xlat21.w * u_xlat13.x + u_xlat93; vec3 txVec72 = vec3(u_xlat15.zw,u_xlat12.z); u_xlat13.x = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec72, 0.0); u_xlat91 = u_xlat92 * u_xlat13.x + u_xlat93; } else { u_xlat13.xy = u_xlat12.xy * _AdditionalShadowmapSize.zw + vec2(0.5, 0.5); u_xlat13.xy = floor(u_xlat13.xy); u_xlat67.xy = u_xlat12.xy * _AdditionalShadowmapSize.zw + (-u_xlat13.xy); u_xlat14 = u_xlat67.xxyy + vec4(0.5, 1.0, 0.5, 1.0); u_xlat15 = u_xlat14.xxzz * u_xlat14.xxzz; u_xlat16.yw = u_xlat15.yw * vec2(0.0408160016, 0.0408160016); u_xlat14.xz = u_xlat15.xz * vec2(0.5, 0.5) + (-u_xlat67.xy); u_xlat15.xy = (-u_xlat67.xy) + vec2(1.0, 1.0); u_xlat69.xy = min(u_xlat67.xy, vec2(0.0, 0.0)); u_xlat15.xy = (-u_xlat69.xy) * u_xlat69.xy + u_xlat15.xy; u_xlat69.xy = max(u_xlat67.xy, vec2(0.0, 0.0)); u_xlat41.xz = (-u_xlat69.xy) * u_xlat69.xy + u_xlat14.yw; u_xlat15.xy = u_xlat15.xy + vec2(2.0, 2.0); u_xlat14.yw = u_xlat41.xz + vec2(2.0, 2.0); u_xlat17.z = u_xlat14.y * 0.0816320032; u_xlat18.xyz = u_xlat14.zxw * vec3(0.0816320032, 0.0816320032, 0.0816320032); u_xlat14.xy = u_xlat15.xy * vec2(0.0816320032, 0.0816320032); u_xlat17.x = u_xlat18.y; u_xlat17.yw = u_xlat67.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat15.xz = u_xlat67.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat15.y = u_xlat14.x; u_xlat15.w = u_xlat16.y; u_xlat17 = u_xlat15 + u_xlat17; u_xlat18.yw = u_xlat67.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); u_xlat16.xz = u_xlat67.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); u_xlat16.y = u_xlat14.y; u_xlat14 = u_xlat16 + u_xlat18; u_xlat15 = u_xlat15 / u_xlat17; u_xlat15 = u_xlat15 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat16 = u_xlat16 / u_xlat14; u_xlat16 = u_xlat16 + vec4(-3.5, -1.5, 0.5, 2.5); u_xlat15 = u_xlat15.wxyz * _AdditionalShadowmapSize.xxxx; u_xlat16 = u_xlat16.xwyz * _AdditionalShadowmapSize.yyyy; u_xlat18.xzw = u_xlat15.yzw; u_xlat18.y = u_xlat16.x; u_xlat19 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat18.xyzy; u_xlat67.xy = u_xlat13.xy * _AdditionalShadowmapSize.xy + u_xlat18.wy; u_xlat15.y = u_xlat18.y; u_xlat18.y = u_xlat16.z; u_xlat20 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat18.xyzy; u_xlat21.xy = u_xlat13.xy * _AdditionalShadowmapSize.xy + u_xlat18.wy; u_xlat15.z = u_xlat18.y; u_xlat22 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat15.xyxz; u_xlat18.y = u_xlat16.w; u_xlat23 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat18.xyzy; u_xlat42.xy = u_xlat13.xy * _AdditionalShadowmapSize.xy + u_xlat18.wy; u_xlat15.w = u_xlat18.y; u_xlat75.xy = u_xlat13.xy * _AdditionalShadowmapSize.xy + u_xlat15.xw; u_xlat16.xzw = u_xlat18.xzw; u_xlat18 = u_xlat13.xyxy * _AdditionalShadowmapSize.xyxy + u_xlat16.xyzy; u_xlat70.xy = u_xlat13.xy * _AdditionalShadowmapSize.xy + u_xlat16.wy; u_xlat16.x = u_xlat15.x; u_xlat13.xy = u_xlat13.xy * _AdditionalShadowmapSize.xy + u_xlat16.xy; u_xlat24 = u_xlat14.xxxx * u_xlat17; u_xlat25 = u_xlat14.yyyy * u_xlat17; u_xlat26 = u_xlat14.zzzz * u_xlat17; u_xlat14 = u_xlat14.wwww * u_xlat17; vec3 txVec73 = vec3(u_xlat19.xy,u_xlat12.z); u_xlat92 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec73, 0.0); vec3 txVec74 = vec3(u_xlat19.zw,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec74, 0.0); u_xlat93 = u_xlat93 * u_xlat24.y; u_xlat92 = u_xlat24.x * u_xlat92 + u_xlat93; vec3 txVec75 = vec3(u_xlat67.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec75, 0.0); u_xlat92 = u_xlat24.z * u_xlat93 + u_xlat92; vec3 txVec76 = vec3(u_xlat22.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec76, 0.0); u_xlat92 = u_xlat24.w * u_xlat93 + u_xlat92; vec3 txVec77 = vec3(u_xlat20.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec77, 0.0); u_xlat92 = u_xlat25.x * u_xlat93 + u_xlat92; vec3 txVec78 = vec3(u_xlat20.zw,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec78, 0.0); u_xlat92 = u_xlat25.y * u_xlat93 + u_xlat92; vec3 txVec79 = vec3(u_xlat21.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec79, 0.0); u_xlat92 = u_xlat25.z * u_xlat93 + u_xlat92; vec3 txVec80 = vec3(u_xlat22.zw,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec80, 0.0); u_xlat92 = u_xlat25.w * u_xlat93 + u_xlat92; vec3 txVec81 = vec3(u_xlat23.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec81, 0.0); u_xlat92 = u_xlat26.x * u_xlat93 + u_xlat92; vec3 txVec82 = vec3(u_xlat23.zw,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec82, 0.0); u_xlat92 = u_xlat26.y * u_xlat93 + u_xlat92; vec3 txVec83 = vec3(u_xlat42.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec83, 0.0); u_xlat92 = u_xlat26.z * u_xlat93 + u_xlat92; vec3 txVec84 = vec3(u_xlat75.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec84, 0.0); u_xlat92 = u_xlat26.w * u_xlat93 + u_xlat92; vec3 txVec85 = vec3(u_xlat18.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec85, 0.0); u_xlat92 = u_xlat14.x * u_xlat93 + u_xlat92; vec3 txVec86 = vec3(u_xlat18.zw,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec86, 0.0); u_xlat92 = u_xlat14.y * u_xlat93 + u_xlat92; vec3 txVec87 = vec3(u_xlat70.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec87, 0.0); u_xlat92 = u_xlat14.z * u_xlat93 + u_xlat92; vec3 txVec88 = vec3(u_xlat13.xy,u_xlat12.z); u_xlat93 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec88, 0.0); u_xlat91 = u_xlat14.w * u_xlat93 + u_xlat92; } } } else { vec3 txVec89 = vec3(u_xlat12.xy,u_xlat12.z); u_xlat91 = textureLod(hlslcc_zcmp_AdditionalLightsShadowmapTexture, txVec89, 0.0); } u_xlat92 = 1.0 + (-_AdditionalShadowParams[u_xlati83].x); u_xlat91 = u_xlat91 * _AdditionalShadowParams[u_xlati83].x + u_xlat92; u_xlatb92 = 0.0>=u_xlat12.z; u_xlatb12.x = u_xlat12.z>=1.0; u_xlatb92 = u_xlatb92 || u_xlatb12.x; u_xlat91 = (u_xlatb92) ? 1.0 : u_xlat91; } else { u_xlat91 = 1.0; } u_xlat92 = (-u_xlat91) + 1.0; u_xlat91 = u_xlat28 * u_xlat92 + u_xlat91; u_xlat12.xyz = vec3(u_xlat87) * _AdditionalLightsColor[u_xlati83].xyz; u_xlati83 = int(floatBitsToUint(unity_RenderingLayer.x) & floatBitsToUint(_AdditionalLightsLayerMasks[u_xlati83])); u_xlat32 = u_xlat32 * u_xlat91; u_xlat91 = dot(u_xlat4.xyz, u_xlat11.xyz); u_xlat91 = clamp(u_xlat91, 0.0, 1.0); u_xlat32 = u_xlat32 * u_xlat91; u_xlat12.xyz = vec3(u_xlat32) * u_xlat12.xyz; u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat90) + u_xlat2.xyz; u_xlat32 = dot(u_xlat10.xyz, u_xlat10.xyz); u_xlat32 = max(u_xlat32, 1.17549435e-38); u_xlat32 = inversesqrt(u_xlat32); u_xlat10.xyz = vec3(u_xlat32) * u_xlat10.xyz; u_xlat32 = dot(u_xlat4.xyz, u_xlat10.xyz); u_xlat32 = clamp(u_xlat32, 0.0, 1.0); u_xlat90 = dot(u_xlat11.xyz, u_xlat10.xyz); u_xlat90 = clamp(u_xlat90, 0.0, 1.0); u_xlat32 = u_xlat32 * u_xlat32; u_xlat32 = u_xlat32 * u_xlat30.x + 1.00001001; u_xlat90 = u_xlat90 * u_xlat90; u_xlat32 = u_xlat32 * u_xlat32; u_xlat90 = max(u_xlat90, 0.100000001); u_xlat32 = u_xlat32 * u_xlat90; u_xlat32 = u_xlat59 * u_xlat32; u_xlat32 = u_xlat85 / u_xlat32; u_xlat10.xyz = _SpecColor.xyz * vec3(u_xlat32) + u_xlat0.xyz; u_xlat10.xyz = u_xlat10.xyz * u_xlat12.xyz + u_xlat9.xyz; u_xlat9.xyz = (int(u_xlati83) != 0) ? u_xlat10.xyz : u_xlat9.xyz; } u_xlat0.xyz = u_xlat6.xyz * vec3(u_xlat86) + u_xlat1.xzw; SV_Target0.xyz = u_xlat9.xyz + u_xlat0.xyz; SV_Target0.w = 1.0; return; } #endif  urp_ZBinBuffer@ urp_ZBinsurp_TileBuffer@ urp_Tiles$Globals€ _GlossyEnvironmentCubeMap_HDR_ScaledScreenParams_GlobalMipBias _MainLightPosition0_MainLightColor@_MainLightLayerMaskP_AmbientOcclusionParam` _FPParams0p _FPParams1€ _FPParams2�_AdditionalLightsLayerMasks  _WorldSpaceCameraPos unity_OrthoParams0 unity_MatrixV@UnityPerMaterialÐ _BaseMap_ST _BaseColor0 _SpecColor@ _Smoothnessd _BumpScalel LightShadows _CascadeShadowSplitSpheres0@_CascadeShadowSplitSpheres1P_CascadeShadowSplitSpheres2`_CascadeShadowSplitSpheres3p_CascadeShadowSplitSphereRadii€_MainLightShadowOffset0�_MainLightShadowOffset1 _MainLightShadowParams°_MainLightShadowmapSizeÀ_AdditionalShadowOffset0Ð_AdditionalShadowOffset1à_AdditionalShadowFadeParamsð_AdditionalShadowmapSize_AdditionalShadowParams _MainLightWorldToShadow_AdditionalLightsWorldToShadow  UnityPerDrawà unity_WorldTransformParams�unity_RenderingLayer  unity_SHAr  unity_SHAg° unity_SHAbÀ unity_SHBrÐ unity_SHBgà unity_SHBbð unity_SHCunity_ObjectToWorldunity_WorldToObject@urp_ReflectionProbeBufferurp_ReflProbes_BoxMax urp_ReflProbes_BoxMin urp_ReflProbes_ProbePosition urp_ReflProbes_MipScaleOffsetàurp_ReflProbes_Rotation AdditionalLights _AdditionalLightsPosition _AdditionalLightsColor _AdditionalLightsAttenuation _AdditionalLightsSpotDir _GlossyEnvironmentCubeMapurp_ReflProbes_Atlas_BaseMap_BumpMap_ScreenSpaceOcclusionTexture_MainLightShadowmapTexture!_AdditionalLightsShadowmapTextureurp_ZBinBufferurp_TileBuffer$GlobalsÿÿÿÿUnityPerMaterial LightShadows UnityPerDrawurp_ReflectionProbeBufferAdditionalLights