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c.a;\n}\n\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n \ float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n \ float3 worldPos : TEXCOORD2;\n #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n UNITY_INSTANCE_ID\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n float4 lmap : TEXCOORD3;\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #ifdef DIRLIGHTMAP_COMBINED\n \ fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n UNITY_INSTANCE_ID\n};\n#endif\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n \ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #endif\n\n \ // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n \ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n \ unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n \ TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n \ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n \ UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n \ giInput.worldPos = worldPos;\n giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n giInput.lightmapUV = IN.lmap;\n #else\n \ giInput.lightmapUV = 0.0;\n #endif\n #if UNITY_SHOULD_SAMPLE_SH\n \ giInput.ambient = IN.sh;\n #else\n giInput.ambient.rgb = 0.0;\n \ #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n giInput.probeHDR[1] = unity_SpecCube1_HDR;\n LightingLambert_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingLambert (o, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: da2c22a5e29eb1c4cbc2662c52ec362f m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 1 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 38578: m_Code: "#line 36 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdbase\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo = CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\n// no lightmaps:\n#ifdef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD3; // SH\n #endif\n \ SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n #if SHADER_TARGET >= 30\n float4 lmap : TEXCOORD6;\n #endif\n UNITY_INSTANCE_ID\n};\n#endif\n// with lightmaps:\n#ifndef LIGHTMAP_OFF\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n half4 custompack0 : TEXCOORD2; // meshUV0\n float4 lmap : TEXCOORD3;\n SHADOW_COORDS(4)\n UNITY_FOG_COORDS(5)\n \ #ifdef DIRLIGHTMAP_COMBINED\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n UNITY_INSTANCE_ID\n};\n#endif\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n \ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n \ fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n #endif\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n #ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n #endif\n #ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #endif\n\n // SH/ambient and vertex lights\n #ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n // Approximated illumination from non-important point lights\n #ifdef VERTEXLIGHT_ON\n o.sh += Shade4PointLights (\n unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,\n unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,\n unity_4LightAtten0, worldPos, worldNormal);\n #endif\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n #endif // LIGHTMAP_OFF\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n \ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n \ #else\n SurfaceOutputStandard o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n\n // compute lighting & shadowing factor\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n \ gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n \ #endif\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n LightingStandard_GI(o, giInput, gi);\n\n // realtime lighting: call lighting function\n c += LightingStandard (o, worldViewDir, gi);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n \ UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 3bf0c61e588ab671ad48d6fc472ca3fc m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - VERTEXLIGHT_ON m_VariantsBuiltin1: - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_OFF - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - SHADOWS_SCREEN - - DIRECTIONAL - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - SHADOWS_SCREEN m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON LIGHTMAP_OFF LIGHTMAP_ON SHADOWS_OFF SHADOWS_SCREEN VERTEXLIGHT_ON 115501: m_Code: "#line 194 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#pragma skip_variants INSTANCING_ON\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n \ SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n #endif\n gi.light.color *= atten;\n c += LightingLambert (o, gi);\n c.a = 0.0;\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: da2c22a5e29eb1c4cbc2662c52ec362f m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 1 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 120877: m_Code: "#line 329 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma multi_compile_fog\n#pragma multi_compile_fwdadd\n#pragma skip_variants INSTANCING_ON\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_FORWARDADD\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n#include \"AutoLight.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo = CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n SHADOW_COORDS(3)\n UNITY_FOG_COORDS(4)\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityObjectToClipPos(v.vertex);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n\n TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n \ #else\n SurfaceOutputStandard o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)\n fixed4 c = 0;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n #if !defined(LIGHTMAP_ON)\n gi.light.color = _LightColor0.rgb;\n gi.light.dir = lightDir;\n #endif\n gi.light.color *= atten;\n c += LightingStandard (o, worldViewDir, gi);\n c.a = 0.0;\n \ UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 3bf0c61e588ab671ad48d6fc472ca3fc m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin1: - - POINT - - DIRECTIONAL - - SPOT - - POINT_COOKIE - - DIRECTIONAL_COOKIE m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRECTIONAL DIRECTIONAL_COOKIE POINT POINT_COOKIE SPOT 125368: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(\n#if defined(SHADER_API_GLES)\n \ #define LIGHT_LOOP_LIMIT 8\n#elif defined(SHADER_API_N3DS)\n #define LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants for when positional (point/spot) and spot lights are present\n#pragma multi_compile __ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n \ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n // specular\n \ if (NdotL > 0.0) {\n half3 h = normalize(dirToLight + viewDir);\n half HdotN = max(dot(eyeNormal, h), 0.0);\n half sp = saturate(pow(HdotN, shininess));\n specColor += (atten * sp) * unity_LightColor[idx].rgb;\n \ }\n return color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight = unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT) || defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n // distance attenuation\n float distSqr = dot(dirToLight, dirToLight);\n att /= (1.0 + unity_LightAtten[idx].z * distSqr);\n if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range\n dirToLight *= rsqrt(distSqr);\n \ #if defined(SPOT)\n // spot angle attenuation\n half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);\n half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;\n att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP\n return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nhalf4 _SpecColor;\nhalf4 _Emission;\nhalf _Shininess;\nint4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n #if ENABLE_SPECULAR\n \ fixed3 specColor : COLOR1;\n #endif\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n \ half3 viewDir = 0.0;\n viewDir = -normalize (eyePos);\n // lighting\n \ half3 lcolor = _Emission.rgb + _Color.rgb * glstate_lightmodel_ambient.rgb;\n \ half3 specColor = 0.0;\n half shininess = _Shininess * 128.0;\n for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {\n lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, _Color, shininess, specColor);\n }\n color.rgb = lcolor.rgb;\n color.a = _Color.a;\n specColor *= _SpecColor.rgb;\n o.color = saturate(color);\n #if ENABLE_SPECULAR\n o.specColor = saturate(specColor);\n \ #endif\n // compute texture coordinates\n o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR_RAW(fogCoord);\n o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D _MainTex;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_MainTex, IN.uv0.xy);\n col.rgb = tex * IN.color;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n #if ENABLE_SPECULAR\n // add specular color\n col.rgb += IN.specColor;\n #endif\n // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 02010103 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 - - _ - POINT - SPOT m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR POINT SPOT m_BuiltinKeywords: 154121: m_Code: "#line 244 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo = CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n float3 worldPos : TEXCOORD1;\n \ half4 custompack0 : TEXCOORD2; // meshUV0\n#ifndef DIRLIGHTMAP_OFF\n half3 viewDir : TEXCOORD3;\n#endif\n float4 lmap : TEXCOORD4;\n#ifdef LIGHTMAP_OFF\n \ #if UNITY_SHOULD_SAMPLE_SH\n half3 sh : TEXCOORD5; // SH\n #endif\n#else\n \ #ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD5;\n #endif\n#endif\n \ UNITY_INSTANCE_ID\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ UNITY_TRANSFER_INSTANCE_ID(v,o);\n Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);\n #ifndef DIRLIGHTMAP_OFF\n o.viewDir = viewDirForLight;\n #endif\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n \ o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outGBuffer0 : SV_Target0,\n out half4 outGBuffer1 : SV_Target1,\n out half4 outGBuffer2 : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n UNITY_SETUP_INSTANCE_ID(IN);\n \ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));\n \ #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n \ #else\n SurfaceOutputStandard o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n \ gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n \ // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n giInput.worldViewDir = worldViewDir;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n LightingStandard_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);\n #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n \ #endif\n}\n\n" m_AssetPath: m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 6b770516880c785ba927a487d9181c83 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 172332: m_Code: "#line 110 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 0 texcoords actually used\n#define UNITY_PASS_PREPASSBASE\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n half3 worldNormal : TEXCOORD0;\n \ float3 worldPos : TEXCOORD1;\n UNITY_INSTANCE_ID\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n \ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n \ o.Normal = IN.worldNormal;\n normalWorldVertex = IN.worldNormal;\n\n \ // call surface function\n surf (surfIN, o);\n\n // output normal and specular\n fixed4 res;\n res.rgb = o.Normal * 0.5 + 0.5;\n res.a = o.Specular;\n \ return res;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4e213bc02b38190ad91b297cec9a67e8 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 1 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 190511: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 uv1 : TEXCOORD1;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n \ float2 uv1 : TEXCOORD1;\n #if USING_FOG\n fixed fog : TEXCOORD2;\n \ #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 viewDir = 0.0;\n \ o.color = saturate(color);\n // compute texture coordinates\n o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR_RAW(fogCoord);\n \ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n \ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D _MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex * _Color;\n // SetTexture #1\n tex = tex2D (_MainTex, IN.uv1.xy);\n col.rgb = tex * col;\n col *= 2;\n col.a = fixed4(1,1,1,1).a;\n // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n \ return col;\n}\n\n// texenvs\n//! TexEnv0: 01010102 01010102 [unity_Lightmap] [_Color] usesLightmapST\n//! TexEnv1: 02010100 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 199450: m_Code: "#pragma vertex vert\n#pragma fragment frag\n#pragma target 2.0\n#include \"UnityCG.cginc\"\n#pragma multi_compile_fog\n#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))\n\n// uniforms\nfloat4 unity_Lightmap_ST;\nfloat4 _MainTex_ST;\n\n// vertex shader input data\nstruct appdata {\n float3 pos : POSITION;\n float3 uv1 : TEXCOORD1;\n float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct v2f {\n fixed4 color : COLOR0;\n \ float2 uv0 : TEXCOORD0;\n float2 uv1 : TEXCOORD1;\n float2 uv2 : TEXCOORD2;\n \ #if USING_FOG\n fixed fog : TEXCOORD3;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n \ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 viewDir = 0.0;\n o.color = saturate(color);\n // compute texture coordinates\n \ o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n o.uv1 = IN.uv1.xy * unity_Lightmap_ST.xy + unity_Lightmap_ST.zw;\n o.uv2 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n // fog\n #if USING_FOG\n float fogCoord = length(eyePos.xyz); // radial fog distance\n UNITY_CALC_FOG_FACTOR_RAW(fogCoord);\n \ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n \ o.pos = UnityObjectToClipPos(IN.pos);\n return o;\n}\n\n// textures\nsampler2D _MainTex;\nfixed4 _Color;\n\n// fragment shader\nfixed4 frag (v2f IN) : SV_Target {\n fixed4 col;\n fixed4 tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv0.xy);\n col = tex * tex.a;\n col *= 2;\n // SetTexture #1\n tex = UNITY_SAMPLE_TEX2D (unity_Lightmap, IN.uv1.xy);\n col = col * _Color;\n // SetTexture #2\n tex = tex2D (_MainTex, IN.uv2.xy);\n col.rgb = tex * col;\n col *= 4;\n col.a = fixed4(1,1,1,1).a;\n \ // fog\n #if USING_FOG\n col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);\n #endif\n return col;\n}\n\n// texenvs\n//! TexEnv0: 02010105 02010105 [unity_Lightmap] usesLightmapST\n//! TexEnv1: 01000102 01000102 [unity_Lightmap] [_Color]\n//! TexEnv2: 04010100 01060004 [_MainTex] [ffffffff]\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 0 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: [] m_TargetVariants3: [] m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: 244281: m_Code: "#line 305 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma target 3.0\n#pragma glsl\n#pragma debug\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#pragma skip_variants INSTANCING_ON\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// vertex modifier: 'vert'\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: YES\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 0 texcoords actually used\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n#include \"UnityPBSLighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 26 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n\t\t//#pragma target 3.0\n\t\t//#pragma surface surf Standard vertex:vert\n\t\t//#pragma glsl\n\t\t//#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 / (arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\n\n\t\tsampler2D Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform;\r\n\t\tsampler2D Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform;\r\n\n\n\t\tstruct Input \n\t\t{\n\t\t\thalf4 meshUV0;\r\n\n\t\t};\n\n\t\tvoid vert (inout appdata_full v, out Input o)\n\t\t{\n\t\t\tUNITY_INITIALIZE_OUTPUT(Input,o);\n\t\t\to.meshUV0 = v.texcoord;\r\n\n\t\t}\n\t \n\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) \n\t\t{\n\t\t\tfloat4 Texture_5cae5849a2fd40bfbeb141cb5d0a1272 = tex2D (Texture_5cae5849a2fd40bfbeb141cb5d0a1272_Uniform, IN.meshUV0.xy);\r\n\t\t\tfloat4 Texture_ebca1dce894a42a1b6a0bb68ee78ff27 = tex2D (Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform, IN.meshUV0.xy);\r\n\t\t\thalf4 CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output = unity_combine_softl_half (Texture_5cae5849a2fd40bfbeb141cb5d0a1272, Texture_ebca1dce894a42a1b6a0bb68ee78ff27);\r\n\t\t\to.Albedo = CombineNode_4222ca57c75d43a49646f8c80bcf43a1_Output;\r\n\n\t\t}\n\t\t\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float3 worldPos : TEXCOORD0;\n \ half4 custompack0 : TEXCOORD1; // meshUV0\n};\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ Input customInputData;\n vert (v, customInputData);\n o.custompack0.xyzw = customInputData.meshUV0;\n o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n \ float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.meshUV0.x = 1.0;\n surfIN.meshUV0 = IN.custompack0.xyzw;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutputStandard o = (SurfaceOutputStandard)0;\n #else\n SurfaceOutputStandard o;\n #endif\n \ o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Alpha = 0.0;\n o.Occlusion = 1.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 82487844744f812d77cba08ba48140b5 m_IsGLSL: 0 m_FromOther: 0 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: [] m_VariantsBuiltin1: [] m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 2 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: 248873: m_Code: "#line 94 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma multi_compile_fog\n#pragma multi_compile_prepassfinal\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_PREPASSFINAL\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos : TEXCOORD1;\n float4 screen : TEXCOORD2;\n \ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n float3 vlight : TEXCOORD4;\n#else\n#ifdef DIRLIGHTMAP_OFF\n float4 lmapFadePos : TEXCOORD4;\n#endif\n#endif\n UNITY_FOG_COORDS(5)\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 tSpace0 : TEXCOORD6;\n fixed3 tSpace1 : TEXCOORD7;\n fixed3 tSpace2 : TEXCOORD8;\n #endif\n UNITY_INSTANCE_ID\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n UNITY_SETUP_INSTANCE_ID(v);\n \ v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n UNITY_TRANSFER_INSTANCE_ID(v,o);\n \ o.pos = UnityObjectToClipPos(v.vertex);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);\n \ fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;\n fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;\n #endif\n \ #if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)\n o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);\n \ o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);\n \ o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);\n \ #endif\n o.worldPos = worldPos;\n o.screen = ComputeScreenPos (o.pos);\n#ifndef DYNAMICLIGHTMAP_OFF\n o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n \ #ifdef DIRLIGHTMAP_OFF\n o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n \ o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n \ #endif\n#else\n o.lmap.xy = 0;\n float3 worldN = UnityObjectToWorldNormal(v.normal);\n \ o.vlight = ShadeSH9 (float4(worldN,1.0));\n#endif\n UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader\n return o;\n}\nsampler2D _LightBuffer;\nsampler2D _CameraNormalsTexture;\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n UNITY_SETUP_INSTANCE_ID(IN);\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n \ #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n \ #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n \ o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n \ // call surface function\n surf (surfIN, o);\n half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen));\n#if defined (SHADER_API_MOBILE)\n \ light = max(light, half4(0.001, 0.001, 0.001, 0.001));\n#endif\n#ifndef UNITY_HDR_ON\n light = -log2(light);\n#endif\n #ifndef LIGHTMAP_OFF\n \ #ifdef DIRLIGHTMAP_OFF\n // single lightmap\n fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n fixed3 lm = DecodeLightmap (lmtex);\n light.rgb += lm;\n #elif DIRLIGHTMAP_COMBINED\n half4 nspec = tex2Dproj (_CameraNormalsTexture, UNITY_PROJ_COORD(IN.screen));\n \ half3 normal = nspec.rgb * 2 - 1;\n o.Normal = normalize(normal);\n \ // directional lightmaps\n fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);\n half4 lm = half4(DecodeLightmap(lmtex), 0);\n light += lm;\n #elif DIRLIGHTMAP_SEPARATE\n // directional with specular - no support\n #endif // DIRLIGHTMAP_OFF\n #else\n light.rgb += IN.vlight;\n \ #endif // !LIGHTMAP_OFF\n\n #ifndef DYNAMICLIGHTMAP_OFF\n fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw);\n light.rgb += DecodeRealtimeLightmap (dynlmtex);\n #endif\n\n half4 c = LightingLambert_PrePass (o, light);\n UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog\n UNITY_OPAQUE_ALPHA(c.a);\n \ return c;\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4e213bc02b38190ad91b297cec9a67e8 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser1: - - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 1 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: FOG_EXP FOG_EXP2 FOG_LINEAR m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 314043: m_Code: "#line 173 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma exclude_renderers nomrt\n#pragma multi_compile_prepassfinal\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: YES\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_DEFERRED\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n half3 worldNormal : TEXCOORD1;\n float3 worldPos : TEXCOORD2;\n \ float4 lmap : TEXCOORD3;\n#ifdef LIGHTMAP_OFF\n #if UNITY_SHOULD_SAMPLE_SH\n \ half3 sh : TEXCOORD4; // SH\n #endif\n#else\n #ifdef DIRLIGHTMAP_OFF\n \ float4 lmapFadePos : TEXCOORD4;\n #endif\n#endif\n UNITY_INSTANCE_ID\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n \ UNITY_SETUP_INSTANCE_ID(v);\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ UNITY_TRANSFER_INSTANCE_ID(v,o);\n o.pos = UnityObjectToClipPos(v.vertex);\n \ o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n \ o.worldPos = worldPos;\n o.worldNormal = worldNormal;\n#ifndef DYNAMICLIGHTMAP_OFF\n \ o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;\n#else\n \ o.lmap.zw = 0;\n#endif\n#ifndef LIGHTMAP_OFF\n o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;\n #ifdef DIRLIGHTMAP_OFF\n \ o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;\n o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);\n #endif\n#else\n o.lmap.xy = 0;\n #if UNITY_SHOULD_SAMPLE_SH\n o.sh = 0;\n o.sh = ShadeSHPerVertex (worldNormal, o.sh);\n #endif\n#endif\n return o;\n}\n#ifdef LIGHTMAP_ON\nfloat4 unity_LightmapFade;\n#endif\nfixed4 unity_Ambient;\n\n// fragment shader\nvoid frag_surf (v2f_surf IN,\n out half4 outGBuffer0 : SV_Target0,\n out half4 outGBuffer1 : SV_Target1,\n out half4 outGBuffer2 : SV_Target2,\n \ out half4 outEmission : SV_Target3) {\n UNITY_SETUP_INSTANCE_ID(IN);\n \ // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n o.Normal = IN.worldNormal;\n \ normalWorldVertex = IN.worldNormal;\n\n // call surface function\n surf (surfIN, o);\nfixed3 originalNormal = o.Normal;\n half atten = 1;\n\n // Setup lighting environment\n UnityGI gi;\n UNITY_INITIALIZE_OUTPUT(UnityGI, gi);\n gi.indirect.diffuse = 0;\n gi.indirect.specular = 0;\n gi.light.color = 0;\n gi.light.dir = half3(0,1,0);\n // Call GI (lightmaps/SH/reflections) lighting function\n UnityGIInput giInput;\n UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);\n giInput.light = gi.light;\n giInput.worldPos = worldPos;\n \ giInput.atten = atten;\n #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)\n \ giInput.lightmapUV = IN.lmap;\n #else\n giInput.lightmapUV = 0.0;\n \ #endif\n #if UNITY_SHOULD_SAMPLE_SH\n giInput.ambient = IN.sh;\n #else\n \ giInput.ambient.rgb = 0.0;\n #endif\n giInput.probeHDR[0] = unity_SpecCube0_HDR;\n \ giInput.probeHDR[1] = unity_SpecCube1_HDR;\n LightingLambert_GI(o, giInput, gi);\n\n // call lighting function to output g-buffer\n outEmission = LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2);\n \ #ifndef UNITY_HDR_ON\n outEmission.rgb = exp2(-outEmission.rgb);\n #endif\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294958079 m_HardwareTierVariantsMask: 0 m_TypesMask: 3 m_IncludesHash: serializedVersion: 2 Hash: 4e213bc02b38190ad91b297cec9a67e8 m_IsGLSL: 0 m_FromOther: 1 m_VariantsUser0: [] m_VariantsUser1: [] m_VariantsUser2: [] m_VariantsUser3: [] m_VariantsUser4: [] m_VariantsUser5: [] m_VariantsBuiltin0: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin1: - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - HDR_LIGHT_PREPASS_OFF - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_OFF - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_COMBINED - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_OFF - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_OFF - UNITY_HDR_ON - - LIGHTMAP_ON - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON - UNITY_HDR_ON m_VariantsBuiltin2: [] m_VariantsBuiltin3: [] m_VariantsBuiltin4: [] m_VariantsBuiltin5: [] m_Target: 1 m_TargetVariants0: [] m_TargetVariants1: [] m_TargetVariants2: - SHADOWS_SOFT - DIRLIGHTMAP_COMBINED - DIRLIGHTMAP_SEPARATE - DYNAMICLIGHTMAP_ON m_TargetVariants3: - INSTANCING_ON m_TargetVariants4: [] m_TargetVariants5: [] m_NonStrippedUserKeywords: m_BuiltinKeywords: DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON HDR_LIGHT_PREPASS_OFF LIGHTMAP_OFF LIGHTMAP_ON UNITY_HDR_ON 369209: m_Code: "#line 163 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n// compile directives\n#pragma vertex vert_surf\n#pragma fragment frag_surf\n#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2\n#pragma skip_variants INSTANCING_ON\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n// Surface shader code generated based on:\n// writes to per-pixel normal: no\n// writes to emission: no\n// writes to occlusion: no\n// needs world space reflection vector: no\n// needs world space normal vector: no\n// needs screen space position: no\n// needs world space position: no\n// needs view direction: no\n// needs world space view direction: no\n// needs world space position for lighting: YES\n// needs world space view direction for lighting: no\n// needs world space view direction for lightmaps: no\n// needs vertex color: no\n// needs VFACE: no\n// passes tangent-to-world matrix to pixel shader: no\n// reads from normal: no\n// 1 texcoords actually used\n// float2 _MainTex\n#define UNITY_PASS_META\n#include \"UnityCG.cginc\"\n#include \"Lighting.cginc\"\n\n#define INTERNAL_DATA\n#define WorldReflectionVector(data,normal) data.worldRefl\n#define WorldNormalVector(data,normal) normal\n\n// Original surface shader snippet:\n#include \"HLSLSupport.cginc\"\n#include \"UnityShaderVariables.cginc\"\n#line 8 \"\"\n#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING\n#endif\n\n//#pragma surface surf Lambert\n\nsampler2D _MainTex;\nfixed4 _Color;\n\nstruct Input {\n\tfloat2 uv_MainTex;\n};\n\nvoid surf (Input IN, inout SurfaceOutput o) {\n\tfixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;\n\to.Albedo = c.rgb;\n\to.Alpha = c.a;\n}\n\n#include \"UnityMetaPass.cginc\"\n\n// vertex-to-fragment interpolation data\nstruct v2f_surf {\n float4 pos : SV_POSITION;\n float2 pack0 : TEXCOORD0; // _MainTex\n float3 worldPos : TEXCOORD1;\n};\nfloat4 _MainTex_ST;\n\n// vertex shader\nv2f_surf vert_surf (appdata_full v) {\n v2f_surf o;\n UNITY_INITIALIZE_OUTPUT(v2f_surf,o);\n \ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);\n o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);\n float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;\n \ fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);\n o.worldPos = worldPos;\n return o;\n}\n\n// fragment shader\nfixed4 frag_surf (v2f_surf IN) : SV_Target {\n // prepare and unpack data\n Input surfIN;\n UNITY_INITIALIZE_OUTPUT(Input,surfIN);\n \ surfIN.uv_MainTex.x = 1.0;\n surfIN.uv_MainTex = IN.pack0.xy;\n float3 worldPos = IN.worldPos;\n #ifndef USING_DIRECTIONAL_LIGHT\n fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));\n #else\n fixed3 lightDir = _WorldSpaceLightPos0.xyz;\n #endif\n #ifdef UNITY_COMPILER_HLSL\n SurfaceOutput o = (SurfaceOutput)0;\n #else\n SurfaceOutput o;\n #endif\n o.Albedo = 0.0;\n o.Emission = 0.0;\n o.Specular = 0.0;\n o.Alpha = 0.0;\n o.Gloss = 0.0;\n fixed3 normalWorldVertex = fixed3(0,0,1);\n\n // call surface function\n surf (surfIN, o);\n UnityMetaInput metaIN;\n UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);\n metaIN.Albedo = o.Albedo;\n metaIN.Emission = o.Emission;\n \ return UnityMetaFragment(metaIN);\n}\n\n" m_AssetPath: Assets/DefaultResourcesExtra m_PlatformMask: 4294967295 m_HardwareTierVariantsMask: 0 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\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn min(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2 - 1;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn max(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_cdodge_half (half4 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half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn abs(arg2-arg1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 / 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v2f \n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\thalf4 meshUV0 : TEXCOORD0;\r\n\n\t\t\t};\n\n\n\t\t\tinline half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn min(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 * arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2 - 1;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn max(arg1, arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_cdodge_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_overlay_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn abs(arg2-arg1);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_sub_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn max(arg2-arg1, 0.0);\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tinline half4 unity_combine_div_half (half4 arg1, half4 arg2)\r\n\t\t\t{\r\n\t\t\t\treturn arg1 / 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{}\n\t\t[NonModifiableTextureData] Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform(\"Texture_ebca1dce894a42a1b6a0bb68ee78ff27_Uniform\", 2D) = \"white\" {}\n\n\t}\t\n\t\n\tSubShader \n\t{\n\t\tTags {\r\n\t\t\t\"RenderType\"=\"Opaque\"\r\n\t\t\t\"Queue\"=\"Geometry\"\r\n\t\t}\r\n\n\t\tBlend One Zero\r\n\n\t\tCull Back\r\n\n\t\tZTest LEqual\r\n\n\t\tZWrite On\r\n\n\n\t\tLOD 200\n\t\t\n\t\tCGPROGRAM\n\t\t#pragma target 3.0\n\t\t#pragma surface surf Standard vertex:vert\n\t\t#pragma glsl\n\t\t#pragma debug\n\n\n\n\t\tinline half4 unity_combine_darken_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn min(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_mul_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 * arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1 - (1-arg1)/(arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lburn_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - 1;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_lighten_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn max(arg1, arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_screen_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn 1- (1-arg1) * (1-arg2);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_cdodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1/(1-arg2+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_ldodge_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_overlay_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg1 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_softl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (1-arg1)*arg1*arg2 + arg1*(1- (1-arg1)*(1-arg2));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1*arg2*2: 1-(1-arg1)*(1-arg2)*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_vividl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? 1- (1-arg1)/(2*arg2+1e-5): arg1/(1-2*(arg2-0.5)+1e-5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_linearl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? arg1+(2*arg2)-1: arg1+2*(arg2-0.5);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_pinl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 0.5)? min(arg1, 2*arg2): max(arg1, 2*(arg2-0.5));\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_hardmix_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn (arg2 < 1-arg1)? half(0):half(1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_diff_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn abs(arg2-arg1);\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 unity_combine_excl_half (half4 arg1, half4 arg2)\r\n\t\t{\r\n\t\t\treturn arg1 + arg2 - arg1*arg2*2;\r\n\t\t}\r\n\t\t\r\n\t\tinline half4 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