1826 lines
		
	
	
		
			81 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			1826 lines
		
	
	
		
			81 KiB
		
	
	
	
		
			Plaintext
		
	
	
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|             * vec4(vec4(_HeatTime, _HeatTime, _HeatTime, _HeatTime)) + vs_TEXCOORD1.xyxy;\n   
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|             = u_xlat16_1.xx * vec2(_ForceX, _ForceY) + vs_TEXCOORD0.xy;\n    u_xlat0.xy
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|             = _Time.xx * vec2(_MainScrollUV_X, _MainScrollUV_Y) + u_xlat0.xy;\n   
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|             u_xlat10_0 = texture2D(_MainTex, u_xlat0.xy);\n    u_xlat2.xy = _Time.xx
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|             u_xlat10_0.ww);\n    u_xlat16_1 = vs_COLOR0 * vec4(_Bright);\n    u_xlat16_1
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|             highp vec3 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute
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|             highp vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp
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|             vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n   
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|             vec3 vs_COLOR1;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4
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|             u_xlat1;\nvec3 u_xlat2;\nbool u_xlatb2;\nvec3 u_xlat3;\nvec3 u_xlat4;\nvec3
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|             u_xlat5;\nvec3 u_xlat6;\nmediump vec3 u_xlat16_7;\nmediump vec3 u_xlat16_8;\nmediump
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|             vec3 u_xlat16_9;\nmediump vec3 u_xlat16_10;\nmediump vec3 u_xlat16_11;\nfloat
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|             = hlslcc_mtx4x4unity_ObjectToWorld[1].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n   
 | |
|             u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].xxx
 | |
|             + u_xlat1.xyz;\n    u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz *
 | |
|             hlslcc_mtx4x4unity_ObjectToWorld[1].zzz + u_xlat1.xyz;\n    u_xlat1.xyz
 | |
|             = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].www
 | |
|             + u_xlat1.xyz;\n    u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yyy
 | |
|             * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n    u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz
 | |
|             * hlslcc_mtx4x4unity_ObjectToWorld[2].xxx + u_xlat2.xyz;\n    u_xlat2.xyz
 | |
|             = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].zzz
 | |
|             + u_xlat2.xyz;\n    u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz *
 | |
|             hlslcc_mtx4x4unity_ObjectToWorld[2].www + u_xlat2.xyz;\n    u_xlat3.xyz
 | |
|             = hlslcc_mtx4x4unity_ObjectToWorld[3].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n   
 | |
|             u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].xxx
 | |
|             + u_xlat3.xyz;\n    u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz *
 | |
|             hlslcc_mtx4x4unity_ObjectToWorld[3].zzz + u_xlat3.xyz;\n    u_xlat3.xyz
 | |
|             = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].www
 | |
|             + u_xlat3.xyz;\n    u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz
 | |
|             * hlslcc_mtx4x4unity_MatrixInvV[0].yyy;\n    u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz
 | |
|             * hlslcc_mtx4x4unity_MatrixInvV[0].xxx + u_xlat4.xyz;\n    u_xlat4.xyz
 | |
|             = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].zzz
 | |
|             + u_xlat4.xyz;\n    u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz
 | |
|             * hlslcc_mtx4x4unity_MatrixInvV[0].www + u_xlat4.xyz;\n    u_xlat5.xyz
 | |
|             = hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].yyy;\n   
 | |
|             u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].xxx
 | |
|             + u_xlat5.xyz;\n    u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz
 | |
|             * hlslcc_mtx4x4unity_MatrixInvV[1].zzz + u_xlat5.xyz;\n    u_xlat5.xyz
 | |
|             = hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].www
 | |
|             + u_xlat5.xyz;\n    u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz
 | |
|             * hlslcc_mtx4x4unity_MatrixInvV[2].yyy;\n    u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz
 | |
|             * hlslcc_mtx4x4unity_MatrixInvV[2].xxx + u_xlat6.xyz;\n    u_xlat6.xyz
 | |
|             = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].zzz
 | |
|             + u_xlat6.xyz;\n    u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz
 | |
|             * hlslcc_mtx4x4unity_MatrixInvV[2].www + u_xlat6.xyz;\n    u_xlat1.xyz
 | |
|             = u_xlat1.xyz * in_POSITION0.yyy;\n    u_xlat0.xyz = u_xlat0.xyz * in_POSITION0.xxx
 | |
|             + u_xlat1.xyz;\n    u_xlat0.xyz = u_xlat2.xyz * in_POSITION0.zzz + u_xlat0.xyz;\n   
 | |
|             u_xlat0.xyz = u_xlat3.xyz + u_xlat0.xyz;\n    u_xlat1.x = dot(u_xlat4.xyz,
 | |
|             in_NORMAL0.xyz);\n    u_xlat1.y = dot(u_xlat5.xyz, in_NORMAL0.xyz);\n   
 | |
|             u_xlat1.z = dot(u_xlat6.xyz, in_NORMAL0.xyz);\n    u_xlat36 = dot(u_xlat1.xyz,
 | |
|             u_xlat1.xyz);\n    u_xlat36 = inversesqrt(u_xlat36);\n    u_xlat1.xyz
 | |
|             = vec3(u_xlat36) * u_xlat1.xyz;\n    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);\n   
 | |
|             u_xlat36 = inversesqrt(u_xlat36);\n    u_xlat16_7.xyz = _Color.xyz *
 | |
|             glstate_lightmodel_ambient.xyz + _Emission.xyz;\n    u_xlat16_43 = _Shininess
 | |
|             * 128.0;\n    u_xlat16_8.xyz = u_xlat16_7.xyz;\n    u_xlat16_9.x = float(0.0);\n   
 | |
|             u_xlat16_9.y = float(0.0);\n    u_xlat16_9.z = float(0.0);\n    for(int
 | |
|             u_xlati_loop_1 = 0 ; u_xlati_loop_1<8 ; u_xlati_loop_1++)\n    {\n       
 | |
|             u_xlat16_44 = dot(u_xlat1.xyz, unity_LightPosition[u_xlati_loop_1].xyz);\n       
 | |
|             u_xlat16_44 = max(u_xlat16_44, 0.0);\n        u_xlat16_10.xyz = vec3(u_xlat16_44)
 | |
|             * _Color.xyz;\n        u_xlat16_10.xyz = u_xlat16_10.xyz * unity_LightColor[u_xlati_loop_1].xyz;\n       
 | |
|             u_xlatb2 = 0.0<u_xlat16_44;\n        if(u_xlatb2){\n            u_xlat16_11.xyz
 | |
|             = (-u_xlat0.xyz) * vec3(u_xlat36) + unity_LightPosition[u_xlati_loop_1].xyz;\n           
 | |
|             u_xlat16_44 = dot(u_xlat16_11.xyz, u_xlat16_11.xyz);\n            u_xlat16_44
 | |
|             = inversesqrt(u_xlat16_44);\n            u_xlat16_11.xyz = vec3(u_xlat16_44)
 | |
|             * u_xlat16_11.xyz;\n            u_xlat16_44 = dot(u_xlat1.xyz, u_xlat16_11.xyz);\n           
 | |
|             u_xlat16_44 = max(u_xlat16_44, 0.0);\n            u_xlat16_44 = log2(u_xlat16_44);\n           
 | |
|             u_xlat16_44 = u_xlat16_43 * u_xlat16_44;\n            u_xlat16_44 = exp2(u_xlat16_44);\n           
 | |
|             u_xlat16_44 = min(u_xlat16_44, 1.0);\n            u_xlat16_44 = u_xlat16_44
 | |
|             * 0.5;\n            u_xlat16_9.xyz = vec3(u_xlat16_44) * unity_LightColor[u_xlati_loop_1].xyz
 | |
|             + u_xlat16_9.xyz;\n        }\n        u_xlat16_10.xyz = u_xlat16_10.xyz
 | |
|             * vec3(0.5, 0.5, 0.5);\n        u_xlat16_10.xyz = min(u_xlat16_10.xyz,
 | |
|             vec3(1.0, 1.0, 1.0));\n        u_xlat16_8.xyz = u_xlat16_8.xyz + u_xlat16_10.xyz;\n   
 | |
|             }\n    vs_COLOR1.xyz = u_xlat16_9.xyz * _SpecColor.xyz;\n    vs_COLOR1.xyz
 | |
|             = clamp(vs_COLOR1.xyz, 0.0, 1.0);\n    vs_COLOR0.xyz = u_xlat16_8.xyz;\n   
 | |
|             vs_COLOR0.xyz = clamp(vs_COLOR0.xyz, 0.0, 1.0);\n    vs_COLOR0.w = _Color.w;\n   
 | |
|             vs_COLOR0.w = clamp(vs_COLOR0.w, 0.0, 1.0);\n    vs_TEXCOORD0.xy = in_TEXCOORD0.xy
 | |
|             * _MainTex_ST.xy + _MainTex_ST.zw;\n    u_xlat0 = in_POSITION0.yyyy *
 | |
|             hlslcc_mtx4x4unity_ObjectToWorld[1];\n    u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0]
 | |
|             * in_POSITION0.xxxx + u_xlat0;\n    u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2]
 | |
|             * in_POSITION0.zzzz + u_xlat0;\n    u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n   
 | |
|             u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n    u_xlat1
 | |
|             = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n    u_xlat1
 | |
|             = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n    gl_Position
 | |
|             = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n    return;\n}\n\n"
 | |
|           FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n   
 | |
|             precision highp float;\n#else\n    precision mediump float;\n#endif\nprecision
 | |
|             highp int;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
 | |
|             mediump vec3 vs_COLOR1;\nvarying highp vec2 vs_TEXCOORD0;\n#define SV_Target0
 | |
|             gl_FragData[0]\nlowp vec3 u_xlat10_0;\nmediump vec3 u_xlat16_1;\nvoid
 | |
|             main()\n{\n    u_xlat10_0.xyz = texture2D(_MainTex, vs_TEXCOORD0.xy).xyz;\n   
 | |
|             u_xlat16_1.xyz = u_xlat10_0.xyz * vs_COLOR0.xyz;\n    SV_Target0.xyz
 | |
|             = u_xlat16_1.xyz * vec3(2.0, 2.0, 2.0) + vs_COLOR1.xyz;\n    SV_Target0.w
 | |
|             = 1.0;\n    return;\n}\n\n"
 | |
|           LOD: 0
 | |
|           readDepth: 0
 | |
|           Index: 0
 | |
|           PassId: 0
 | |
|           SubShaderIndex: 0
 | |
|           Keywords: []
 | |
|           Tags:
 | |
|           - Key: LIGHTMODE
 | |
|             Value: Vertex
 | |
|           - Key: RenderType
 | |
|             Value: Opaque
 | |
|         definedKeywords:
 | |
|         - FOG_EXP
 | |
|         - FOG_EXP2
 | |
|         - FOG_LINEAR
 | |
|         - POINT
 | |
|         - SPOT
 | |
|         - STEREO_CUBEMAP_RENDER_ON
 | |
|         - STEREO_INSTANCING_ON
 | |
|         - STEREO_MULTIVIEW_ON
 | |
|         - UNITY_SINGLE_PASS_STEREO
 | |
|         - _
 | |
|         keywordGroups:
 | |
|         - Keywords:
 | |
|           - _
 | |
|           - FOG_LINEAR
 | |
|           - FOG_EXP
 | |
|           - FOG_EXP2
 | |
|         - Keywords:
 | |
|           - _
 | |
|           - POINT
 | |
|           - SPOT
 | |
|         KeywordsMinimalCardinality: 0
 | |
|         ContainsInvalidVariant: 0
 | |
|         HasDepthReader: 0
 | |
|         Id: 0
 | |
|         SubShaderIndex: 0
 | |
|         SerializedObjectId: 0
 | |
|         Tags:
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|         - Key: LIGHTMODE
 | |
|           Value: Vertex
 | |
|         - Key: RenderType
 | |
|           Value: Opaque
 | |
|         UsePass:
 | |
|           shader: 
 | |
|           pass: 
 | |
|         GrabPassTextureName: 
 | |
|         PassShaderRequirements: 1
 | |
|         PlatformMask: -1
 | |
|       - ShaderName: Legacy Shaders/VertexLit
 | |
|         ShaderVariants:
 | |
|         - NoShaderVariant: 0
 | |
|           VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 unity_LightmapST;\nuniform
 | |
|             \tvec4 unity_Lightmap_ST;\nuniform \tvec4 _MainTex_ST;\nattribute highp
 | |
|             vec3 in_POSITION0;\nattribute highp vec3 in_TEXCOORD1;\nattribute highp
 | |
|             vec3 in_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2
 | |
|             vs_TEXCOORD1;\nvarying highp vec2 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
 | |
|             u_xlat1;\nvoid main()\n{\n    vs_TEXCOORD0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy
 | |
|             + unity_LightmapST.zw;\n    vs_TEXCOORD1.xy = in_TEXCOORD1.xy * unity_Lightmap_ST.xy
 | |
|             + unity_Lightmap_ST.zw;\n    vs_TEXCOORD2.xy = in_TEXCOORD0.xy * _MainTex_ST.xy
 | |
|             + _MainTex_ST.zw;\n    u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n   
 | |
|             u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n    u_xlat1
 | |
|             = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
 | |
|             * u_xlat0.xxxx + u_xlat1;\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
 | |
|             * u_xlat0.zzzz + u_xlat1;\n    gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
 | |
|             * u_xlat0.wwww + u_xlat1;\n    return;\n}\n\n"
 | |
|           FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n   
 | |
|             precision highp float;\n#else\n    precision mediump float;\n#endif\nprecision
 | |
|             highp int;\nuniform \tmediump vec4 unity_Lightmap_HDR;\nuniform \tmediump
 | |
|             vec4 _Color;\nuniform lowp sampler2D _MainTex;\nuniform mediump sampler2D
 | |
|             unity_Lightmap;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2
 | |
|             vs_TEXCOORD2;\n#define SV_Target0 gl_FragData[0]\nmediump vec4 u_xlat16_0;\nlowp
 | |
|             vec3 u_xlat10_0;\nmediump vec3 u_xlat16_1;\nvoid main()\n{\n    u_xlat16_0
 | |
|             = texture2D(unity_Lightmap, vs_TEXCOORD0.xy);\n    u_xlat16_1.x = u_xlat16_0.w
 | |
|             * unity_Lightmap_HDR.x;\n    u_xlat16_1.xyz = u_xlat16_0.xyz * u_xlat16_1.xxx;\n   
 | |
|             u_xlat16_1.xyz = u_xlat16_1.xyz * _Color.xyz;\n    u_xlat10_0.xyz = texture2D(_MainTex,
 | |
|             vs_TEXCOORD2.xy).xyz;\n    SV_Target0.xyz = u_xlat16_1.xyz * u_xlat10_0.xyz;\n   
 | |
|             SV_Target0.w = 1.0;\n    return;\n}\n\n"
 | |
|           LOD: 0
 | |
|           readDepth: 0
 | |
|           Index: 0
 | |
|           PassId: 1
 | |
|           SubShaderIndex: 0
 | |
|           Keywords: []
 | |
|           Tags:
 | |
|           - Key: LIGHTMODE
 | |
|             Value: VertexLM
 | |
|           - Key: RenderType
 | |
|             Value: Opaque
 | |
|         definedKeywords:
 | |
|         - FOG_EXP
 | |
|         - FOG_EXP2
 | |
|         - FOG_LINEAR
 | |
|         - STEREO_CUBEMAP_RENDER_ON
 | |
|         - STEREO_INSTANCING_ON
 | |
|         - STEREO_MULTIVIEW_ON
 | |
|         - UNITY_SINGLE_PASS_STEREO
 | |
|         - __
 | |
|         keywordGroups:
 | |
|         - Keywords:
 | |
|           - __
 | |
|           - FOG_LINEAR
 | |
|           - FOG_EXP
 | |
|           - FOG_EXP2
 | |
|         KeywordsMinimalCardinality: 0
 | |
|         ContainsInvalidVariant: 0
 | |
|         HasDepthReader: 0
 | |
|         Id: 1
 | |
|         SubShaderIndex: 0
 | |
|         SerializedObjectId: 1
 | |
|         Tags:
 | |
|         - Key: LIGHTMODE
 | |
|           Value: VertexLM
 | |
|         - Key: RenderType
 | |
|           Value: Opaque
 | |
|         UsePass:
 | |
|           shader: 
 | |
|           pass: 
 | |
|         GrabPassTextureName: 
 | |
|         PassShaderRequirements: 1
 | |
|         PlatformMask: -1
 | |
|       - ShaderName: Legacy Shaders/VertexLit
 | |
|         ShaderVariants: []
 | |
|         definedKeywords:
 | |
|         - INSTANCING_ON
 | |
|         - SHADOWS_CUBE
 | |
|         - SHADOWS_DEPTH
 | |
|         - STEREO_CUBEMAP_RENDER_ON
 | |
|         - STEREO_INSTANCING_ON
 | |
|         - STEREO_MULTIVIEW_ON
 | |
|         - UNITY_SINGLE_PASS_STEREO
 | |
|         - __
 | |
|         keywordGroups:
 | |
|         - Keywords:
 | |
|           - __
 | |
|           - INSTANCING_ON
 | |
|         - Keywords:
 | |
|           - SHADOWS_DEPTH
 | |
|         - Keywords:
 | |
|           - SHADOWS_CUBE
 | |
|         KeywordsMinimalCardinality: 2
 | |
|         ContainsInvalidVariant: 0
 | |
|         HasDepthReader: 0
 | |
|         Id: 2
 | |
|         SubShaderIndex: 0
 | |
|         SerializedObjectId: 2
 | |
|         Tags:
 | |
|         - Key: LIGHTMODE
 | |
|           Value: SHADOWCASTER
 | |
|         - Key: RenderType
 | |
|           Value: Opaque
 | |
|         - Key: SHADOWSUPPORT
 | |
|           Value: true
 | |
|         UsePass:
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|           shader: 
 | |
|           pass: 
 | |
|         GrabPassTextureName: 
 | |
|         PassShaderRequirements: 1
 | |
|         PlatformMask: -1
 | |
|       Tags:
 | |
|       - Key: RenderType
 | |
|         Value: Opaque
 | |
|       UsePass: 0
 | |
|     Shader: {fileID: 6, guid: 0000000000000000f000000000000000, type: 0}
 | |
|     ShaderPath: Resources/unity_builtin_extra
 | |
|     ShaderDefinedKeywords:
 | |
|     - FOG_EXP
 | |
|     - FOG_EXP2
 | |
|     - FOG_LINEAR
 | |
|     - POINT
 | |
|     - SPOT
 | |
|     - SHADOWS_DEPTH
 | |
|     - STEREO_CUBEMAP_RENDER_ON
 | |
|     - STEREO_INSTANCING_ON
 | |
|     - STEREO_MULTIVIEW_ON
 | |
|     - UNITY_SINGLE_PASS_STEREO
 | |
|     - _
 | |
|     - __
 | |
|     - INSTANCING_ON
 | |
|     - SHADOWS_CUBE
 | |
|     fallbackShader: {fileID: 0}
 | |
|     CompilationErrors: []
 | |
|   - ParsedSubShaders:
 | |
|     - Index: 0
 | |
|       Passes:
 | |
|       - ShaderName: Mobile/Particles/Additive
 | |
|         ShaderVariants:
 | |
|         - NoShaderVariant: 0
 | |
|           VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 _MainTex_ST;\nattribute
 | |
|             highp vec3 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute
 | |
|             highp vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp
 | |
|             vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n   
 | |
|             vs_COLOR0 = in_COLOR0;\n    vs_COLOR0 = clamp(vs_COLOR0, 0.0, 1.0);\n   
 | |
|             vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n   
 | |
|             u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n   
 | |
|             u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n    u_xlat1
 | |
|             = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
 | |
|             * u_xlat0.xxxx + u_xlat1;\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
 | |
|             * u_xlat0.zzzz + u_xlat1;\n    gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
 | |
|             * u_xlat0.wwww + u_xlat1;\n    return;\n}\n\n"
 | |
|           FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n   
 | |
|             precision highp float;\n#else\n    precision mediump float;\n#endif\nprecision
 | |
|             highp int;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
 | |
|             highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nlowp vec4
 | |
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 | |
|     - Index: 0
 | |
|       Passes:
 | |
|       - ShaderName: UI/Default
 | |
|         ShaderVariants:
 | |
|         - NoShaderVariant: 0
 | |
|           VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
 | |
|             \tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
 | |
|             \tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
 | |
|             highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
 | |
|             vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
 | |
|             vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
 | |
|             u_xlat1;\nvoid main()\n{\n    u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n   
 | |
|             u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n    u_xlat1
 | |
|             = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
 | |
|             * u_xlat0.xxxx + u_xlat1;\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
 | |
|             * u_xlat0.zzzz + u_xlat1;\n    u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
 | |
|             * u_xlat0.wwww + u_xlat1;\n    gl_Position = u_xlat0;\n    u_xlat1 =
 | |
|             in_COLOR0 * _Color;\n    vs_COLOR0 = u_xlat1;\n    vs_TEXCOORD0.xy =
 | |
|             in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n    vs_TEXCOORD1
 | |
|             = in_POSITION0;\n    u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n   
 | |
|             u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
 | |
|             + u_xlat0.xy;\n    u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n    u_xlat0.xy
 | |
|             = vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n   
 | |
|             vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n    u_xlat0 = max(_ClipRect,
 | |
|             vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n    u_xlat0 = min(u_xlat0, vec4(2e+10,
 | |
|             2e+10, 2e+10, 2e+10));\n    u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
 | |
|             2.0) + (-u_xlat0.xy);\n    vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n   
 | |
|             return;\n}\n\n"
 | |
|           FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n   
 | |
|             precision highp float;\n#else\n    precision mediump float;\n#endif\nprecision
 | |
|             highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform lowp sampler2D
 | |
|             _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\n#define
 | |
|             SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nvec4
 | |
|             u_xlat1;\nlowp vec4 u_xlat10_1;\nfloat unity_roundEven(float x) { float
 | |
|             y = floor(x + 0.5); return (y - x == 0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2
 | |
|             unity_roundEven(vec2 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
 | |
|             return a; }\nvec3 unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x);
 | |
|             a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z); return a; }\nvec4
 | |
|             unity_roundEven(vec4 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
 | |
|             a.z = unity_roundEven(a.z); a.w = unity_roundEven(a.w); return a; }\n\nvoid
 | |
|             main()\n{\n    u_xlat16_0.x = vs_COLOR0.w * 255.0;\n    u_xlat16_0.x
 | |
|             = unity_roundEven(u_xlat16_0.x);\n    u_xlat16_0.w = u_xlat16_0.x * 0.00392156886;\n   
 | |
|             u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n    u_xlat1 = u_xlat10_1
 | |
|             + _TextureSampleAdd;\n    u_xlat16_0.xyz = vs_COLOR0.xyz;\n    u_xlat0
 | |
|             = u_xlat16_0 * u_xlat1;\n    SV_Target0.xyz = u_xlat0.www * u_xlat0.xyz;\n   
 | |
|             SV_Target0.w = u_xlat0.w;\n    return;\n}\n\n"
 | |
|           LOD: 0
 | |
|           readDepth: 0
 | |
|           Index: 0
 | |
|           PassId: 0
 | |
|           SubShaderIndex: 0
 | |
|           Keywords: []
 | |
|           Tags:
 | |
|           - Key: CanUseSpriteAtlas
 | |
|             Value: true
 | |
|           - Key: IGNOREPROJECTOR
 | |
|             Value: true
 | |
|           - Key: PreviewType
 | |
|             Value: Plane
 | |
|           - Key: QUEUE
 | |
|             Value: Transparent
 | |
|           - Key: RenderType
 | |
|             Value: Transparent
 | |
|         - NoShaderVariant: 0
 | |
|           VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
 | |
|             \tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
 | |
|             \tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
 | |
|             highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
 | |
|             vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
 | |
|             vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
 | |
|             u_xlat1;\nvoid main()\n{\n    u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n   
 | |
|             u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n    u_xlat1
 | |
|             = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
 | |
|             * u_xlat0.xxxx + u_xlat1;\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
 | |
|             * u_xlat0.zzzz + u_xlat1;\n    u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
 | |
|             * u_xlat0.wwww + u_xlat1;\n    gl_Position = u_xlat0;\n    u_xlat1 =
 | |
|             in_COLOR0 * _Color;\n    vs_COLOR0 = u_xlat1;\n    vs_TEXCOORD0.xy =
 | |
|             in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n    vs_TEXCOORD1
 | |
|             = in_POSITION0;\n    u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n   
 | |
|             u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
 | |
|             + u_xlat0.xy;\n    u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n    u_xlat0.xy
 | |
|             = vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n   
 | |
|             vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n    u_xlat0 = max(_ClipRect,
 | |
|             vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n    u_xlat0 = min(u_xlat0, vec4(2e+10,
 | |
|             2e+10, 2e+10, 2e+10));\n    u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
 | |
|             2.0) + (-u_xlat0.xy);\n    vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n   
 | |
|             return;\n}\n\n"
 | |
|           FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n   
 | |
|             precision highp float;\n#else\n    precision mediump float;\n#endif\nprecision
 | |
|             highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform lowp sampler2D
 | |
|             _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\n#define
 | |
|             SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nvec4
 | |
|             u_xlat1;\nlowp vec4 u_xlat10_1;\nmediump float u_xlat16_2;\nbool u_xlatb3;\nfloat
 | |
|             unity_roundEven(float x) { float y = floor(x + 0.5); return (y - x ==
 | |
|             0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2 unity_roundEven(vec2 a) { a.x
 | |
|             = unity_roundEven(a.x); a.y = unity_roundEven(a.y); return a; }\nvec3
 | |
|             unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
 | |
|             a.z = unity_roundEven(a.z); return a; }\nvec4 unity_roundEven(vec4 a)
 | |
|             { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z);
 | |
|             a.w = unity_roundEven(a.w); return a; }\n\nvoid main()\n{\n    u_xlat16_0.x
 | |
|             = vs_COLOR0.w * 255.0;\n    u_xlat16_0.x = unity_roundEven(u_xlat16_0.x);\n   
 | |
|             u_xlat16_0.w = u_xlat16_0.x * 0.00392156886;\n    u_xlat10_1 = texture2D(_MainTex,
 | |
|             vs_TEXCOORD0.xy);\n    u_xlat1 = u_xlat10_1 + _TextureSampleAdd;\n   
 | |
|             u_xlat16_2 = u_xlat16_0.w * u_xlat1.w + -0.00100000005;\n    u_xlatb3
 | |
|             = u_xlat16_2<0.0;\n    if(u_xlatb3){discard;}\n    u_xlat16_0.xyz = vs_COLOR0.xyz;\n   
 | |
|             u_xlat0 = u_xlat16_0 * u_xlat1;\n    SV_Target0.xyz = u_xlat0.www * u_xlat0.xyz;\n   
 | |
|             SV_Target0.w = u_xlat0.w;\n    return;\n}\n\n"
 | |
|           LOD: 0
 | |
|           readDepth: 0
 | |
|           Index: 1
 | |
|           PassId: 0
 | |
|           SubShaderIndex: 0
 | |
|           Keywords:
 | |
|           - UNITY_UI_ALPHACLIP
 | |
|           Tags:
 | |
|           - Key: CanUseSpriteAtlas
 | |
|             Value: true
 | |
|           - Key: IGNOREPROJECTOR
 | |
|             Value: true
 | |
|           - Key: PreviewType
 | |
|             Value: Plane
 | |
|           - Key: QUEUE
 | |
|             Value: Transparent
 | |
|           - Key: RenderType
 | |
|             Value: Transparent
 | |
|         - NoShaderVariant: 0
 | |
|           VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
 | |
|             \tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
 | |
|             \tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
 | |
|             highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
 | |
|             vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
 | |
|             vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
 | |
|             u_xlat1;\nvoid main()\n{\n    u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n   
 | |
|             u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n    u_xlat1
 | |
|             = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
 | |
|             * u_xlat0.xxxx + u_xlat1;\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
 | |
|             * u_xlat0.zzzz + u_xlat1;\n    u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
 | |
|             * u_xlat0.wwww + u_xlat1;\n    gl_Position = u_xlat0;\n    u_xlat1 =
 | |
|             in_COLOR0 * _Color;\n    vs_COLOR0 = u_xlat1;\n    vs_TEXCOORD0.xy =
 | |
|             in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n    vs_TEXCOORD1
 | |
|             = in_POSITION0;\n    u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n   
 | |
|             u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
 | |
|             + u_xlat0.xy;\n    u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n    u_xlat0.xy
 | |
|             = vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n   
 | |
|             vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n    u_xlat0 = max(_ClipRect,
 | |
|             vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n    u_xlat0 = min(u_xlat0, vec4(2e+10,
 | |
|             2e+10, 2e+10, 2e+10));\n    u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
 | |
|             2.0) + (-u_xlat0.xy);\n    vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n   
 | |
|             return;\n}\n\n"
 | |
|           FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n   
 | |
|             precision highp float;\n#else\n    precision mediump float;\n#endif\nprecision
 | |
|             highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform \tvec4
 | |
|             _ClipRect;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
 | |
|             highp vec2 vs_TEXCOORD0;\nvarying highp vec4 vs_TEXCOORD2;\n#define SV_Target0
 | |
|             gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nmediump float
 | |
|             u_xlat16_1;\nvec4 u_xlat2;\nlowp vec4 u_xlat10_2;\nmediump float u_xlat16_4;\nfloat
 | |
|             unity_roundEven(float x) { float y = floor(x + 0.5); return (y - x ==
 | |
|             0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2 unity_roundEven(vec2 a) { a.x
 | |
|             = unity_roundEven(a.x); a.y = unity_roundEven(a.y); return a; }\nvec3
 | |
|             unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
 | |
|             a.z = unity_roundEven(a.z); return a; }\nvec4 unity_roundEven(vec4 a)
 | |
|             { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z);
 | |
|             a.w = unity_roundEven(a.w); return a; }\n\nvoid main()\n{\n    u_xlat0.xy
 | |
|             = (-_ClipRect.xy) + _ClipRect.zw;\n    u_xlat0.xy = u_xlat0.xy + -abs(vs_TEXCOORD2.xy);\n   
 | |
|             u_xlat0.xy = u_xlat0.xy * vs_TEXCOORD2.zw;\n    u_xlat0.xy = clamp(u_xlat0.xy,
 | |
|             0.0, 1.0);\n    u_xlat16_1 = u_xlat0.y * u_xlat0.x;\n    u_xlat16_4 =
 | |
|             vs_COLOR0.w * 255.0;\n    u_xlat16_4 = unity_roundEven(u_xlat16_4);\n   
 | |
|             u_xlat16_0.w = u_xlat16_4 * 0.00392156886;\n    u_xlat10_2 = texture2D(_MainTex,
 | |
|             vs_TEXCOORD0.xy);\n    u_xlat2 = u_xlat10_2 + _TextureSampleAdd;\n   
 | |
|             u_xlat16_0.xyz = vs_COLOR0.xyz;\n    u_xlat0 = u_xlat16_0 * u_xlat2;\n   
 | |
|             u_xlat16_1 = u_xlat16_1 * u_xlat0.w;\n    SV_Target0.xyz = u_xlat0.xyz
 | |
|             * vec3(u_xlat16_1);\n    SV_Target0.w = u_xlat16_1;\n    return;\n}\n\n"
 | |
|           LOD: 0
 | |
|           readDepth: 0
 | |
|           Index: 2
 | |
|           PassId: 0
 | |
|           SubShaderIndex: 0
 | |
|           Keywords:
 | |
|           - UNITY_UI_CLIP_RECT
 | |
|           Tags:
 | |
|           - Key: CanUseSpriteAtlas
 | |
|             Value: true
 | |
|           - Key: IGNOREPROJECTOR
 | |
|             Value: true
 | |
|           - Key: PreviewType
 | |
|             Value: Plane
 | |
|           - Key: QUEUE
 | |
|             Value: Transparent
 | |
|           - Key: RenderType
 | |
|             Value: Transparent
 | |
|         - NoShaderVariant: 0
 | |
|           VertexProgram: "\n#version 100\n\nuniform \tvec4 _ScreenParams;\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4glstate_matrix_projection[4];\nuniform
 | |
|             \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
 | |
|             \tvec4 _ClipRect;\nuniform \tvec4 _MainTex_ST;\nuniform \tfloat _UIMaskSoftnessX;\nuniform
 | |
|             \tfloat _UIMaskSoftnessY;\nattribute highp vec4 in_POSITION0;\nattribute
 | |
|             highp vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
 | |
|             vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec4
 | |
|             vs_TEXCOORD1;\nvarying highp vec4 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4
 | |
|             u_xlat1;\nvoid main()\n{\n    u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n   
 | |
|             u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n   
 | |
|             u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n    u_xlat1
 | |
|             = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0]
 | |
|             * u_xlat0.xxxx + u_xlat1;\n    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2]
 | |
|             * u_xlat0.zzzz + u_xlat1;\n    u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3]
 | |
|             * u_xlat0.wwww + u_xlat1;\n    gl_Position = u_xlat0;\n    u_xlat1 =
 | |
|             in_COLOR0 * _Color;\n    vs_COLOR0 = u_xlat1;\n    vs_TEXCOORD0.xy =
 | |
|             in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n    vs_TEXCOORD1
 | |
|             = in_POSITION0;\n    u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;\n   
 | |
|             u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx
 | |
|             + u_xlat0.xy;\n    u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy);\n    u_xlat0.xy
 | |
|             = vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy);\n   
 | |
|             vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy;\n    u_xlat0 = max(_ClipRect,
 | |
|             vec4(-2e+10, -2e+10, -2e+10, -2e+10));\n    u_xlat0 = min(u_xlat0, vec4(2e+10,
 | |
|             2e+10, 2e+10, 2e+10));\n    u_xlat0.xy = in_POSITION0.xy * vec2(2.0,
 | |
|             2.0) + (-u_xlat0.xy);\n    vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy;\n   
 | |
|             return;\n}\n\n"
 | |
|           FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n   
 | |
|             precision highp float;\n#else\n    precision mediump float;\n#endif\nprecision
 | |
|             highp int;\nuniform \tmediump vec4 _TextureSampleAdd;\nuniform \tvec4
 | |
|             _ClipRect;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying
 | |
|             highp vec2 vs_TEXCOORD0;\nvarying highp vec4 vs_TEXCOORD2;\n#define SV_Target0
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|             gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nvec4 u_xlat1;\nlowp
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|             vec4 u_xlat10_1;\nbool u_xlatb1;\nmediump float u_xlat16_2;\nmediump
 | |
|             float u_xlat16_5;\nfloat unity_roundEven(float x) { float y = floor(x
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|             + 0.5); return (y - x == 0.5) ? floor(0.5*y) * 2.0 : y; }\nvec2 unity_roundEven(vec2
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|             a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); return a;
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|             }\nvec3 unity_roundEven(vec3 a) { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y);
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|             a.z = unity_roundEven(a.z); return a; }\nvec4 unity_roundEven(vec4 a)
 | |
|             { a.x = unity_roundEven(a.x); a.y = unity_roundEven(a.y); a.z = unity_roundEven(a.z);
 | |
|             a.w = unity_roundEven(a.w); return a; }\n\nvoid main()\n{\n    u_xlat16_0.x
 | |
|             = vs_COLOR0.w * 255.0;\n    u_xlat16_0.x = unity_roundEven(u_xlat16_0.x);\n   
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|             u_xlat16_0.w = u_xlat16_0.x * 0.00392156886;\n    u_xlat10_1 = texture2D(_MainTex,
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|             vs_TEXCOORD0.xy);\n    u_xlat1 = u_xlat10_1 + _TextureSampleAdd;\n   
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|             u_xlat16_0.xyz = vs_COLOR0.xyz;\n    u_xlat0 = u_xlat16_0 * u_xlat1;\n   
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|             u_xlat1.xy = (-_ClipRect.xy) + _ClipRect.zw;\n    u_xlat1.xy = u_xlat1.xy
 | |
|             + -abs(vs_TEXCOORD2.xy);\n    u_xlat1.xy = u_xlat1.xy * vs_TEXCOORD2.zw;\n   
 | |
|             u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);\n    u_xlat16_2 = u_xlat1.y
 | |
|             * u_xlat1.x;\n    u_xlat16_5 = u_xlat0.w * u_xlat16_2 + -0.00100000005;\n   
 | |
|             u_xlat16_2 = u_xlat0.w * u_xlat16_2;\n    SV_Target0.xyz = u_xlat0.xyz
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|             * vec3(u_xlat16_2);\n    SV_Target0.w = u_xlat16_2;\n    u_xlatb1 = u_xlat16_5<0.0;\n   
 | |
|             if(u_xlatb1){discard;}\n    return;\n}\n\n"
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|           - UNITY_UI_CLIP_RECT
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|             Value: true
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|             Value: Plane
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|           - Key: QUEUE
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|             Value: Transparent
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|           - Key: RenderType
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|             Value: Transparent
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|         definedKeywords:
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|         - STEREO_CUBEMAP_RENDER_ON
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|         - STEREO_INSTANCING_ON
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|         - STEREO_MULTIVIEW_ON
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|         - UNITY_SINGLE_PASS_STEREO
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|         - UNITY_UI_ALPHACLIP
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|         - UNITY_UI_CLIP_RECT
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|         - _
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|         keywordGroups:
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|         UsePass:
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|           shader: 
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|           pass: 
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|       UsePass: 0
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|     Shader: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
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|     ShaderPath: Resources/unity_builtin_extra
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|     ShaderDefinedKeywords:
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|     - UNITY_UI_ALPHACLIP
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|     - UNITY_UI_CLIP_RECT
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|     - STEREO_CUBEMAP_RENDER_ON
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|     - STEREO_INSTANCING_ON
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|     - _
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|     fallbackShader: {fileID: 0}
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