=in_TEXCOORD1.y); #else u_xlatb21 = 0.0>=in_TEXCOORD1.y; #endif u_xlat21 = u_xlatb21 ? 1.0 : float(0.0); u_xlat22 = (-_WeightNormal) + _WeightBold; u_xlat21 = u_xlat21 * u_xlat22 + _WeightNormal; u_xlat21 = u_xlat21 * 0.25 + _FaceDilate; u_xlat21 = u_xlat21 * _ScaleRatioA; vs_TEXCOORD5.x = u_xlat21 * 0.5; u_xlat21 = u_xlat2.y * hlslcc_mtx4x4unity_MatrixVP[1].w; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[0].w * u_xlat2.x + u_xlat21; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[2].w * u_xlat2.z + u_xlat21; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[3].w * u_xlat2.w + u_xlat21; u_xlat2.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat2.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat2.xy; u_xlat2.xy = u_xlat2.xy * vec2(_ScaleX, _ScaleY); u_xlat2.xy = vec2(u_xlat21) / u_xlat2.xy; u_xlat21 = dot(u_xlat2.xy, u_xlat2.xy); u_xlat21 = inversesqrt(u_xlat21); u_xlat22 = abs(in_TEXCOORD1.y) * _GradientScale; u_xlat21 = u_xlat21 * u_xlat22; u_xlat22 = u_xlat21 * 1.5; u_xlat2.x = (-_PerspectiveFilter) + 1.0; u_xlat22 = u_xlat22 * u_xlat2.x; u_xlat21 = u_xlat21 * 1.5 + (-u_xlat22); u_xlat2.xyz = _WorldSpaceCameraPos.yyy * hlslcc_mtx4x4unity_WorldToObject[1].xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat2.xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat2.xyz; u_xlat2.xyz = u_xlat2.xyz + hlslcc_mtx4x4unity_WorldToObject[3].xyz; u_xlat0.z = in_POSITION0.z; u_xlat0.xyz = (-u_xlat0.xyz) + u_xlat2.xyz; u_xlat0.x = dot(in_NORMAL0.xyz, u_xlat0.xyz); #ifdef UNITY_ADRENO_ES3 { bool cond = 0.0=(-u_xlat12.x)); #else u_xlatb22 = u_xlat12.x>=(-u_xlat12.x); #endif u_xlat12.x = fract(abs(u_xlat12.x)); u_xlat12.x = (u_xlatb22) ? u_xlat12.x : (-u_xlat12.x); #ifdef UNITY_ADRENO_ES3 u_xlatb12 = !!(u_xlat12.x>=0.5); #else u_xlatb12 = u_xlat12.x>=0.5; #endif u_xlat0 = (bool(u_xlatb12)) ? u_xlat3 : u_xlat0; u_xlat3 = u_xlat0 * vec4(1.57079601, 1.57079601, 1.57079601, 1.57079601); u_xlat3 = sin(u_xlat3); u_xlat3 = (-u_xlat0) + u_xlat3; u_xlat0 = vec4(vec4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)) * u_xlat3 + u_xlat0; u_xlat12.x = (-_BevelClamp) + 1.0; u_xlat0 = min(u_xlat0, u_xlat12.xxxx); u_xlat0.xz = u_xlat2.xx * u_xlat0.xz; u_xlat0.yz = u_xlat0.wy * u_xlat2.xx + (-u_xlat0.zx); u_xlat0.x = float(-1.0); u_xlat0.w = float(1.0); u_xlat2.x = dot(u_xlat0.xy, u_xlat0.xy); u_xlat2.x = inversesqrt(u_xlat2.x); u_xlat30 = dot(u_xlat0.zw, u_xlat0.zw); u_xlat30 = inversesqrt(u_xlat30); u_xlat3.x = u_xlat30 * u_xlat0.z; u_xlat3.yz = vec2(u_xlat30) * vec2(1.0, 0.0); u_xlat0.z = 0.0; u_xlat0.xyz = u_xlat2.xxx * u_xlat0.xyz; u_xlat2.xyz = u_xlat0.xyz * u_xlat3.xyz; u_xlat0.xyz = u_xlat3.zxy * u_xlat0.yzx + (-u_xlat2.xyz); u_xlat16_30 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat16_30 = (-u_xlat16_30) + 0.5; u_xlat30 = u_xlat16_30 + (-vs_TEXCOORD5.x); u_xlat30 = u_xlat30 * vs_TEXCOORD5.y + 0.5; u_xlat2.x = _OutlineWidth * _ScaleRatioA; u_xlat2.x = u_xlat2.x * vs_TEXCOORD5.y; u_xlat16_31 = u_xlat2.x * 0.5 + u_xlat30; #ifdef UNITY_ADRENO_ES3 u_xlat16_31 = min(max(u_xlat16_31, 0.0), 1.0); #else u_xlat16_31 = clamp(u_xlat16_31, 0.0, 1.0); #endif u_xlat16_5.x = min(u_xlat2.x, 1.0); u_xlat16_5.x = sqrt(u_xlat16_5.x); u_xlat16_31 = u_xlat16_31 * u_xlat16_5.x; u_xlat12.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD1.xy; u_xlat16_3 = texture(_OutlineTex, u_xlat12.xy); u_xlat16_12.xyz = u_xlat16_3.xyz * _OutlineColor.xyz; u_xlat16_3.x = vs_COLOR0.w * _OutlineColor.w; u_xlat16_13 = u_xlat16_3.w * u_xlat16_3.x; u_xlat4.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD0.zw; u_xlat16_4 = texture(_FaceTex, u_xlat4.xy); u_xlat16_5 = vs_COLOR0 * _FaceColor; u_xlat16_6 = u_xlat16_4 * u_xlat16_5; u_xlat16_7.xyz = u_xlat16_6.www * u_xlat16_6.xyz; u_xlat16_7.xyz = u_xlat16_12.xyz * vec3(u_xlat16_13) + (-u_xlat16_7.xyz); u_xlat16_7.w = u_xlat16_3.x * u_xlat16_3.w + (-u_xlat16_6.w); u_xlat16_3 = vec4(u_xlat16_31) * u_xlat16_7; u_xlat16_4.w = u_xlat16_5.w * u_xlat16_4.w + u_xlat16_3.w; u_xlat16_4.xyz = u_xlat16_6.xyz * u_xlat16_6.www + u_xlat16_3.xyz; u_xlat16_31 = (-u_xlat2.x) * 0.5 + u_xlat30; u_xlat30 = u_xlat2.x * 0.5 + u_xlat30; #ifdef UNITY_ADRENO_ES3 u_xlat30 = min(max(u_xlat30, 0.0), 1.0); #else u_xlat30 = clamp(u_xlat30, 0.0, 1.0); #endif u_xlat2.x = _OutlineSoftness * _ScaleRatioA; u_xlat12.x = u_xlat2.x * vs_TEXCOORD5.y; u_xlat16_7.x = u_xlat2.x * vs_TEXCOORD5.y + 1.0; u_xlat16_31 = u_xlat12.x * 0.5 + u_xlat16_31; u_xlat16_31 = u_xlat16_31 / u_xlat16_7.x; #ifdef UNITY_ADRENO_ES3 u_xlat16_31 = min(max(u_xlat16_31, 0.0), 1.0); #else u_xlat16_31 = clamp(u_xlat16_31, 0.0, 1.0); #endif u_xlat16_31 = (-u_xlat16_31) + 1.0; u_xlat16_2 = vec4(u_xlat16_31) * u_xlat16_4; u_xlat6.x = (-_BumpFace) + _BumpOutline; u_xlat6.x = u_xlat30 * u_xlat6.x + _BumpFace; u_xlat16_16.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz; u_xlat16_7.xyz = u_xlat16_16.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat6.xyz = u_xlat16_7.xyz * u_xlat6.xxx + vec3(-0.0, -0.0, -1.0); u_xlat6.xyz = u_xlat16_2.www * u_xlat6.xyz + vec3(0.0, 0.0, 1.0); u_xlat0.xyz = u_xlat0.xyz + (-u_xlat6.xyz); u_xlat6.x = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat6.x = inversesqrt(u_xlat6.x); u_xlat0.xyz = u_xlat0.xyz * u_xlat6.xxx; u_xlat16_7.x = dot(vs_TEXCOORD2.xyz, (-u_xlat0.xyz)); u_xlat16_7.y = dot(vs_TEXCOORD3.xyz, (-u_xlat0.xyz)); u_xlat16_7.z = dot(vs_TEXCOORD4.xyz, (-u_xlat0.xyz)); u_xlat16_6.x = dot(u_xlat16_7.xyz, u_xlat16_7.xyz); u_xlat16_6.x = inversesqrt(u_xlat16_6.x); u_xlat3.xyz = u_xlat16_6.xxx * u_xlat16_7.xyz; u_xlat16_1.x = dot(u_xlat3.xyz, u_xlat16_1.xyz); u_xlat16_1.x = max(u_xlat16_1.x, 0.0); u_xlat16_6.x = log2(u_xlat16_1.x); u_xlat16_16.x = (-_FaceShininess) + _OutlineShininess; u_xlat16 = u_xlat30 * u_xlat16_16.x + _FaceShininess; u_xlat16_1.x = u_xlat16 * 128.0; u_xlat16_6.x = u_xlat16_6.x * u_xlat16_1.x; u_xlat16_6.x = exp2(u_xlat16_6.x); u_xlat16_1.xyz = _LightColor0.xyz * _SpecColor.xyz; u_xlat16_6.xyz = u_xlat16_6.xxx * u_xlat16_1.xyz; u_xlat16_1.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz); u_xlat16_1.x = max(u_xlat16_1.x, 0.0); u_xlat16_36 = max(u_xlat16_2.w, 9.99999975e-05); u_xlat16_8.xyz = u_xlat16_2.xyz / vec3(u_xlat16_36); u_xlat16_11.xyz = u_xlat16_8.xyz * _LightColor0.xyz; u_xlat16_6.xyz = u_xlat16_11.xyz * u_xlat16_1.xxx + u_xlat16_6.xyz; u_xlat3.w = 1.0; u_xlat16_1.x = dot(unity_SHAr, u_xlat3); u_xlat16_1.y = dot(unity_SHAg, u_xlat3); u_xlat16_1.z = dot(unity_SHAb, u_xlat3); u_xlat16_1.xyz = u_xlat16_1.xyz + vs_TEXCOORD7.xyz; u_xlat16_1.xyz = max(u_xlat16_1.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_9.xyz = log2(u_xlat16_1.xyz); u_xlat16_9.xyz = u_xlat16_9.xyz * vec3(0.416666657, 0.416666657, 0.416666657); u_xlat16_9.xyz = exp2(u_xlat16_9.xyz); u_xlat16_9.xyz = u_xlat16_9.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997); u_xlat16_9.xyz = max(u_xlat16_9.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_1.xyz = u_xlat16_8.xyz * u_xlat16_9.xyz + u_xlat16_6.xyz; u_xlat16_6.xyz = (-_ReflectFaceColor.xyz) + _ReflectOutlineColor.xyz; u_xlat6.xyz = vec3(u_xlat30) * u_xlat16_6.xyz + _ReflectFaceColor.xyz; u_xlat8.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xyw = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * u_xlat0.xxx + u_xlat8.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * u_xlat0.zzz + u_xlat0.xyw; u_xlat30 = dot(vs_TEXCOORD6.xyz, u_xlat0.xyz); u_xlat30 = u_xlat30 + u_xlat30; u_xlat0.xyz = u_xlat0.xyz * (-vec3(u_xlat30)) + vs_TEXCOORD6.xyz; u_xlat16_0.xyz = texture(_Cube, u_xlat0.xyz).xyz; u_xlat0.xyz = u_xlat6.xyz * u_xlat16_0.xyz; SV_Target0.xyz = u_xlat0.xyz * u_xlat16_2.www + u_xlat16_1.xyz; SV_Target0.w = u_xlat16_2.w; return; } #endif ?$Globals\!_Time_WorldSpaceCameraPos_WorldSpaceLightPos0 unity_SHAr0 unity_SHAg@ unity_SHAbP _LightColor0  _SpecColor° _FaceUVSpeedXÀ _FaceUVSpeedYÄ _FaceColorÐ_OutlineSoftnessà_OutlineUVSpeedXä_OutlineUVSpeedYè _OutlineColorð _OutlineWidth_Bevel _BevelOffset _BevelWidth  _BevelClamp_BevelRoundness _BumpOutline _BumpFace_ReflectFaceColor _ReflectOutlineColor0 _ShaderFlags@ _ScaleRatioAD _TextureWidthH_TextureHeightL_GradientScaleP_FaceShininessT_OutlineShininessXunity_ObjectToWorld`$Globals _WorldSpaceCameraPos _ScreenParams unity_SHBr unity_SHBg0 unity_SHBb@ unity_SHCPunity_WorldTransformParamsà _FaceDilatep _WeightNormalÀ _WeightBoldÄ _ScaleRatioAÈ_VertexOffsetXÌ_VertexOffsetYÐ_GradientScaleÔ_ScaleXØ_ScaleYÜ_PerspectiveFilterà _MainTex_STð _FaceTex_ST_OutlineTex_STunity_ObjectToWorld`unity_WorldToObject glstate_matrix_projectionðunity_MatrixVP0 _EnvMatrix€_MainTex_FaceTex _OutlineTex_BumpMap_Cube