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{ "RenderType"="Opaque" } LOD 200 // ------------------------------------------------------------ // Surface shader code generated out of a CGPROGRAM block: // ---- forward rendering base pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } GpuProgramID 4714 Tags { "ShadowSupport" = "True" } Program "vp" {} Program "fp" {} #LINE 210 } // ---- forward rendering additive lights pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off Blend One One GpuProgramID 86839 Program "vp" {} Program "fp" {} #LINE 114 } // ---- meta information extraction pass: Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off GpuProgramID 188279 Program "vp" {} Program "fp" {} #LINE 96 } // ---- end of surface shader generated code #LINE 48 } Fallback "Diffuse" }  j #line 20 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma lighting ToonRamp exclude_path:prepass #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: no // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 10 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf ToonRamp sampler2D _Ramp; // custom lighting function that uses a texture ramp based // on angle between light direction and normal //#pragma lighting ToonRamp exclude_path:prepass inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) { #ifndef USING_DIRECTIONAL_LIGHT lightDir = normalize(lightDir); #endif half d = dot (s.Normal, lightDir)*0.5 + 0.5; half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; half4 c; c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); c.a = 0; return c; } sampler2D _MainTex; float4 _Color; struct Input { float2 uv_MainTex : TEXCOORD0; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } // vertex-to-fragment interpolation data // no lightmaps: #ifdef LIGHTMAP_OFF struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex half3 worldNormal : TEXCOORD1; fixed3 vlight : TEXCOORD2; // ambient/SH/vertexlights SHADOW_COORDS(3) UNITY_FOG_COORDS(4) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD5; #endif }; #endif // with lightmaps: #ifndef LIGHTMAP_OFF struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex half3 worldNormal : TEXCOORD1; float4 lmap : TEXCOORD2; SHADOW_COORDS(3) UNITY_FOG_COORDS(4) #ifdef DIRLIGHTMAP_COMBINED fixed3 tSpace0 : TEXCOORD5; fixed3 tSpace1 : TEXCOORD6; fixed3 tSpace2 : TEXCOORD7; #endif }; #endif float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; #endif #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x); o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y); o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z); #endif o.worldNormal = worldNormal; #ifndef DYNAMICLIGHTMAP_OFF o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #ifndef LIGHTMAP_OFF o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif // SH/ambient and vertex lights #ifdef LIGHTMAP_OFF #if UNITY_SHOULD_SAMPLE_SH float3 shlight = ShadeSH9 (float4(worldNormal,1.0)); o.vlight = shlight; #else o.vlight = 0.0; #endif #ifdef VERTEXLIGHT_ON o.vlight += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal ); #endif // VERTEXLIGHT_ON #endif // LIGHTMAP_OFF TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; float3 lightDir = _WorldSpaceLightPos0.xyz; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; #ifdef LIGHTMAP_OFF c.rgb += o.Albedo * IN.vlight; #endif // LIGHTMAP_OFF // lightmaps #ifndef LIGHTMAP_OFF #ifdef DIRLIGHTMAP_OFF // single lightmap fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); fixed3 lm = DecodeLightmap (lmtex); #elif DIRLIGHTMAP_COMBINED // directional lightmaps fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy); half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal); #elif DIRLIGHTMAP_SEPARATE // directional with specular - no support half4 lmtex = 0; half3 lm = 0; #endif // DIRLIGHTMAP_OFF #endif // LIGHTMAP_OFF // realtime lighting: call lighting function #ifdef LIGHTMAP_OFF c += LightingToonRamp (o, lightDir, atten); #else c.a = o.Alpha; #endif #ifndef LIGHTMAP_OFF // combine lightmaps with realtime shadows #ifdef SHADOWS_SCREEN #if defined(UNITY_NO_RGBM) c.rgb += o.Albedo * min(lm, atten*2); #else c.rgb += o.Albedo * 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DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFFSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFFSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONFOG_EXP FOG_EXP2 FOG_LINEARžDIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ONł‚#line 84 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 84 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; }; v2f vert( appdata_base v ) { v2f o; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag( v2f i ) : SV_Target { SHADOW_CASTER_FRAGMENT(i) } Assets/DefaultResourcesExtra˙˙˙˙Fë4šg—Ś<ĺÇčÍŰä SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_CUBE SHADOWS_DEPTHĎćš#line 18 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 8 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } // vertex-to-fragment interpolation data // no lightmaps: #ifdef LIGHTMAP_OFF struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex half3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD3; // SH #endif SHADOW_COORDS(4) UNITY_FOG_COORDS(5) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD6; #endif }; #endif // with lightmaps: #ifndef LIGHTMAP_OFF struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex half3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 lmap : TEXCOORD3; SHADOW_COORDS(4) UNITY_FOG_COORDS(5) #ifdef DIRLIGHTMAP_COMBINED fixed3 tSpace0 : TEXCOORD6; fixed3 tSpace1 : TEXCOORD7; fixed3 tSpace2 : TEXCOORD8; #endif }; #endif float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; #endif #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #endif o.worldPos = worldPos; o.worldNormal = worldNormal; #ifndef DYNAMICLIGHTMAP_OFF o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #ifndef LIGHTMAP_OFF o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif // SH/ambient and vertex lights #ifdef LIGHTMAP_OFF #if UNITY_SHOULD_SAMPLE_SH #if UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; #elif (SHADER_TARGET < 30) o.sh = ShadeSH9 (float4(worldNormal,1.0)); #else o.sh = ShadeSH3Order (half4(worldNormal, 1.0)); #endif // Add approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif #endif #endif // LIGHTMAP_OFF TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; #if !defined(LIGHTMAP_ON) gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir); #endif // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #if UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingLambert_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingLambert (o, gi); UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } Assets/DefaultResourcesExtra˙˙˙˙•Ż(^łŮÄ Ë´@0A__ FOG_LINEARFOG_EXPFOG_EXP2__ FOG_LINEARFOG_EXPFOG_EXP2* DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFF SHADOWS_OFF DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ON SHADOWS_OFF DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFF SHADOWS_OFF DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ON SHADOWS_OFF DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON SHADOWS_OFF DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFF SHADOWS_OFF DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON SHADOWS_OFF DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON SHADOWS_OFF DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFF SHADOWS_OFF DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON SHADOWS_OFF DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREEN DIRECTIONAL 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SHADOWS_OFFVERTEXLIGHT_ON DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREENVERTEXLIGHT_ON DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREENVERTEXLIGHT_ON DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREENVERTEXLIGHT_ON DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREENVERTEXLIGHT_ON DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE 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LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFFSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFFSHADOWS_SCREENSHADOWS_NATIVE DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_NATIVE SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONFOG_EXP FOG_EXP2 FOG_LINEARžDIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON7S8#line 218 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma lighting ToonRamp exclude_path:prepass #pragma multi_compile_fog #pragma multi_compile_fwdadd #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: no // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 10 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf ToonRamp sampler2D _Ramp; // custom lighting function that uses a texture ramp based // on angle between light direction and normal //#pragma lighting ToonRamp exclude_path:prepass inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) { #ifndef USING_DIRECTIONAL_LIGHT lightDir = normalize(lightDir); #endif half d = dot (s.Normal, lightDir)*0.5 + 0.5; half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; half4 c; c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); c.a = 0; return c; } sampler2D _MainTex; float4 _Color; struct Input { float2 uv_MainTex : TEXCOORD0; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } // vertex-to-fragment interpolation data struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex half3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; SHADOW_COORDS(3) UNITY_FOG_COORDS(4) }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = worldPos; o.worldNormal = worldNormal; TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; c += LightingToonRamp (o, lightDir, atten); c.a = 0.0; UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } +Assets/LeapMotion/Materials/Sources/Shaders˙˙˙˙•Ż(^łŮÄ Ë´@0A__ FOG_LINEARFOG_EXPFOG_EXP2__ FOG_LINEARFOG_EXPFOG_EXP2POINT DIRECTIONALSPOT POINT_COOKIEDIRECTIONAL_COOKIEPOINT DIRECTIONALSPOT POINT_COOKIEDIRECTIONAL_COOKIE SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONFOG_EXP FOG_EXP2 FOG_LINEAR6DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOTŞá?#line 203 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_fog #pragma multi_compile_fwdadd #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 8 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } // vertex-to-fragment interpolation data struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex half3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; SHADOW_COORDS(3) UNITY_FOG_COORDS(4) }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = worldPos; o.worldNormal = worldNormal; TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; #if !defined(LIGHTMAP_ON) gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir); #endif gi.light.color *= atten; c += LightingLambert (o, gi); c.a = 0.0; UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } Assets/DefaultResourcesExtra˙˙˙˙•Ż(^łŮÄ Ë´@0A__ FOG_LINEARFOG_EXPFOG_EXP2__ FOG_LINEARFOG_EXPFOG_EXP2POINT DIRECTIONALSPOT POINT_COOKIEDIRECTIONAL_COOKIEPOINT DIRECTIONALSPOT POINT_COOKIEDIRECTIONAL_COOKIE SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONFOG_EXP FOG_EXP2 FOG_LINEAR6DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOTąő #line 110 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: YES // 0 texcoords actually used #define UNITY_PASS_PREPASSBASE #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 8 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } // vertex-to-fragment interpolation data struct v2f_surf { float4 pos : SV_POSITION; half3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; }; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = mul (UNITY_MATRIX_MVP, v.vertex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = worldPos; o.worldNormal = worldNormal; return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); float3 worldPos = IN.worldPos; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // output normal and specular fixed4 res; res.rgb = o.Normal * 0.5 + 0.5; res.a = o.Specular; return res; } Assets/DefaultResourcesExtra˙˙˙˙ŒJúœ; ťâgBσÄ SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONwßň #line 122 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma lighting ToonRamp exclude_path:prepass #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: no // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_META #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 10 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf ToonRamp sampler2D _Ramp; // custom lighting function that uses a texture ramp based // on angle between light direction and normal //#pragma lighting ToonRamp exclude_path:prepass inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) { #ifndef USING_DIRECTIONAL_LIGHT lightDir = normalize(lightDir); #endif half d = dot (s.Normal, lightDir)*0.5 + 0.5; half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; half4 c; c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); c.a = 0; return c; } sampler2D _MainTex; float4 _Color; struct Input { float2 uv_MainTex : TEXCOORD0; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } #include "UnityMetaPass.cginc" // vertex-to-fragment interpolation data struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; return UnityMetaFragment(metaIN); } +Assets/LeapMotion/Materials/Sources/Shaders˙˙˙˙ĺ|ôƒ|ŤÍ6TůU­Ű,8 SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON%V#line 89 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_fog #pragma multi_compile_prepassfinal #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_PREPASSFINAL #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 8 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } // vertex-to-fragment interpolation data struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex float3 worldPos : TEXCOORD1; float4 screen : TEXCOORD2; float4 lmap : TEXCOORD3; #ifdef LIGHTMAP_OFF float3 vlight : TEXCOORD4; #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD4; #endif #endif UNITY_FOG_COORDS(5) #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) fixed3 tSpace0 : TEXCOORD6; fixed3 tSpace1 : TEXCOORD7; fixed3 tSpace2 : TEXCOORD8; #endif }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; #endif #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED) o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #endif o.worldPos = worldPos; o.screen = ComputeScreenPos (o.pos); #ifndef DYNAMICLIGHTMAP_OFF o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifndef LIGHTMAP_OFF o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; float3 worldN = UnityObjectToWorldNormal(v.normal); o.vlight = ShadeSH9 (float4(worldN,1.0)); #endif UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } sampler2D _LightBuffer; #if defined (SHADER_API_XBOX360) && defined (UNITY_HDR_ON) sampler2D _LightSpecBuffer; #endif #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen)); #if defined (SHADER_API_MOBILE) light = max(light, half4(0.001)); #endif #ifndef UNITY_HDR_ON light = -log2(light); #endif #if defined (SHADER_API_XBOX360) && defined (UNITY_HDR_ON) light.w = tex2Dproj (_LightSpecBuffer, UNITY_PROJ_COORD(IN.screen)).r; #endif #ifndef LIGHTMAP_OFF #ifdef DIRLIGHTMAP_OFF // single lightmap fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); fixed3 lm = DecodeLightmap (lmtex); light.rgb += lm; #elif DIRLIGHTMAP_COMBINED // directional lightmaps fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy); half4 lm = half4(DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal), 0); light += lm; #elif DIRLIGHTMAP_SEPARATE // directional with specular - no support #endif // DIRLIGHTMAP_OFF #else light.rgb += IN.vlight; #endif // !LIGHTMAP_OFF #ifndef DYNAMICLIGHTMAP_OFF fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw); light.rgb += DecodeRealtimeLightmap (dynlmtex); #endif half4 c = LightingLambert_PrePass (o, light); UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } Assets/DefaultResourcesExtra˙˙˙˙ŒJúœ; ťâgBσÄ__ FOG_LINEARFOG_EXPFOG_EXP2__ FOG_LINEARFOG_EXPFOG_EXP2 LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON UNITY_HDR_ON SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONFOG_EXP FOG_EXP2 FOG_LINEARœDIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON˙ď(#line 170 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma exclude_renderers nomrt #pragma multi_compile_prepassfinal #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: YES // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_DEFERRED #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 8 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } // vertex-to-fragment interpolation data struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex half3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; #ifndef DIRLIGHTMAP_OFF half3 viewDir : TEXCOORD3; #endif float4 lmap : TEXCOORD4; #ifdef LIGHTMAP_OFF #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD5; // SH #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD6; #endif #endif }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = worldPos; o.worldNormal = worldNormal; float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos); #ifndef DIRLIGHTMAP_OFF o.viewDir = viewDirForLight; #endif #ifndef DYNAMICLIGHTMAP_OFF o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifndef LIGHTMAP_OFF o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; #if UNITY_SHOULD_SAMPLE_SH #if UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; #elif (SHADER_TARGET < 30) o.sh = ShadeSH9 (float4(worldNormal,1.0)); #else o.sh = ShadeSH3Order (half4(worldNormal, 1.0)); #endif #endif #endif return o; } #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader void frag_surf (v2f_surf IN, out half4 outDiffuse : SV_Target0, out half4 outSpecSmoothness : SV_Target1, out half4 outNormal : SV_Target2, out half4 outEmission : SV_Target3) { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); fixed3 originalNormal = o.Normal; half atten = 1; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3(0,1,0); gi.light.ndotl = LambertTerm (o.Normal, gi.light.dir); // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #if UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingLambert_GI(o, giInput, gi); // call lighting function to output g-buffer outEmission = LightingLambert_Deferred (o, gi, outDiffuse, outSpecSmoothness, outNormal); UNITY_OPAQUE_ALPHA(outDiffuse.a); #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } Assets/DefaultResourcesExtra˙Ű˙˙ŒJúœ; ťâgBσÄ LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_OFFHDR_LIGHT_PREPASS_OFF LIGHTMAP_ONDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONHDR_LIGHT_PREPASS_OFF LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_OFF UNITY_HDR_ON LIGHTMAP_OFFDIRLIGHTMAP_OFFDYNAMICLIGHTMAP_ON UNITY_HDR_ON 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HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON´ #line 182 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" // Surface shader code generated based on: // writes to per-pixel normal: no // writes to emission: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _MainTex #define UNITY_PASS_META #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 8 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif //#pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } #include "UnityMetaPass.cginc" // vertex-to-fragment interpolation data struct v2f_surf { float4 pos : SV_POSITION; float2 pack0 : TEXCOORD0; // _MainTex float3 worldPos : TEXCOORD1; }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(_Object2World, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = worldPos; return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { // prepare and unpack data Input surfIN; UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; return UnityMetaFragment(metaIN); } Assets/DefaultResourcesExtra˙˙˙˙ĺ|ôƒ|ŤÍ6TůU­Ű,8 SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON