unity_art_puzzle_playable_luna/APPlayableLuna/Assets/SVC_Luna.asset

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highp vec2 vs_TEXCOORD0;\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 gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
* u_xlat0.wwww + u_xlat1;\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy
+ _MainTex_ST.zw;\n return;\n}\n\n"
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highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nvoid
main()\n{\n u_xlat0 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n u_xlat0
= u_xlat0 * _Color;\n SV_Target0 = u_xlat0;\n return;\n}\n\n"
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VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform
\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _TintColor;\nuniform
\tvec4 _MainTex_ST;\nattribute highp vec4 in_POSITION0;\nattribute mediump
vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump
vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\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 gl_Position = hlslcc_mtx4x4unity_MatrixVP[3]
* u_xlat0.wwww + u_xlat1;\n vs_COLOR0 = in_COLOR0 * _TintColor;\n
vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n
return;\n}\n\n"
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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]\nvec4 u_xlat0;\nlowp
vec4 u_xlat10_1;\nvoid main()\n{\n u_xlat0 = vs_COLOR0 + vs_COLOR0;\n
u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n u_xlat0 = u_xlat0
* u_xlat10_1;\n SV_Target0.w = u_xlat0.w;\n SV_Target0.w = clamp(SV_Target0.w,
0.0, 1.0);\n SV_Target0.xyz = u_xlat0.xyz;\n return;\n}\n\n"
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definedKeywords:
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VertexProgram: "\n#version 100\n\nuniform \tmediump vec4 unity_LightColor[8];\nuniform
\tvec4 unity_LightPosition[8];\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform
\tvec4 hlslcc_mtx4x4unity_WorldToObject[4];\nuniform \tmediump vec4 glstate_lightmodel_ambient;\nuniform
\tvec4 hlslcc_mtx4x4unity_MatrixV[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixInvV[4];\nuniform
\tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform
\tmediump vec4 _SpecColor;\nuniform \tmediump vec4 _Emission;\nuniform
\tmediump float _Shininess;\nuniform \tvec4 _MainTex_ST;\nattribute highp
vec3 in_POSITION0;\nattribute highp vec3 in_NORMAL0;\nattribute highp
vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying mediump
vec3 vs_COLOR1;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4
u_xlat1;\nvec3 u_xlat2;\nbool u_xlatb2;\nvec3 u_xlat3;\nvec3 u_xlat4;\nvec3
u_xlat5;\nvec3 u_xlat6;\nmediump vec3 u_xlat16_7;\nmediump vec3 u_xlat16_8;\nmediump
vec3 u_xlat16_9;\nmediump vec3 u_xlat16_10;\nmediump vec3 u_xlat16_11;\nfloat
u_xlat36;\nint u_xlati37;\nmediump float u_xlat16_43;\nmediump float
u_xlat16_44;\nvoid main()\n{\n u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yyy
* hlslcc_mtx4x4unity_MatrixV[1].xyz;\n u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz
* hlslcc_mtx4x4unity_ObjectToWorld[0].xxx + u_xlat0.xyz;\n u_xlat0.xyz
= hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].zzz
+ u_xlat0.xyz;\n u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz *
hlslcc_mtx4x4unity_ObjectToWorld[0].www + u_xlat0.xyz;\n u_xlat1.xyz
= 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
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- Key: RenderType
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definedKeywords:
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- POINT
- SPOT
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- STEREO_INSTANCING_ON
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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
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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
gl_FragData[0]\nvec4 u_xlat0;\nmediump vec4 u_xlat16_0;\nvec4 u_xlat1;\nlowp
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
+ 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
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
* 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"
LOD: 0
readDepth: 0
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Keywords:
- UNITY_UI_ALPHACLIP
- 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
definedKeywords:
- STEREO_CUBEMAP_RENDER_ON
- STEREO_INSTANCING_ON
- STEREO_MULTIVIEW_ON
- UNITY_SINGLE_PASS_STEREO
- UNITY_UI_ALPHACLIP
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keywordGroups:
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HasDepthReader: 0
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- Key: IGNOREPROJECTOR
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- Key: PreviewType
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- Key: QUEUE
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- Key: RenderType
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UsePass:
shader:
pass:
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PassShaderRequirements: 1
PlatformMask: -1
Tags:
- Key: CanUseSpriteAtlas
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- Key: IGNOREPROJECTOR
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- Key: PreviewType
Value: Plane
- Key: QUEUE
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- Key: RenderType
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UsePass: 0
Shader: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
ShaderPath: Resources/unity_builtin_extra
ShaderDefinedKeywords:
- UNITY_UI_ALPHACLIP
- UNITY_UI_CLIP_RECT
- STEREO_CUBEMAP_RENDER_ON
- STEREO_INSTANCING_ON
- STEREO_MULTIVIEW_ON
- UNITY_SINGLE_PASS_STEREO
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fallbackShader: {fileID: 0}
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invalidShaders: 0
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