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oulouis edited this page May 16, 2022 · 5 revisions

////////////////////////////////////////// // // NOTE: This is not a valid shader file // /////////////////////////////////////////// Shader "WalkingFat/SkySystem/DynamicSky" { Properties { _NoiseTex ("Noise Texture", 2D) = "white" { } _MoonTex ("Moon Texture", 2D) = "white" { } _MoonScale ("Moon Scale", Range(1, 20)) = 10 _StarColor ("Star Color", Color) = (1,1,1,1) _GalaxyCloudColor1 ("Galaxy Cloud Color 1", Color) = (1,0,0,1) _GalaxyCloudColor2 ("Galaxy Cloud Color 2", Color) = (0,0,1,1) _CloudSpeed ("Cloud Speed", Range(0, 30)) = 3 _CloudSize ("Cloud Size", Range(1, 10)) = 10 _CloudFadeDist ("Cloud Fade Distance", Float) = 10000 _CloudFadeRate ("Cloud Fade Rate", Float) = 6 _OffsetDistance ("Offset Distance", Range(0, 1)) = 0.1 _BackLitStrength ("BackLight Strength", Range(0.1, 20)) = 5 _EdgeLitPower ("Edge Lit Power", Range(0.1, 10)) = 1 _EdgeLitStrength ("Edge Light Strength", Range(0.1, 20)) = 1 } SubShader { LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "Unlit" LOD 100 Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Less Cull Off GpuProgramID 28434 Program "vp" { SubProgram "gles3 " { "#ifdef VERTEX #version 300 es

                #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                #define UNITY_UNIFORM
                #else
                #define UNITY_UNIFORM uniform
                #endif
                #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                #if UNITY_SUPPORTS_UNIFORM_LOCATION
                #define UNITY_LOCATION(x) layout(location = x)
                #define UNITY_BINDING(x) layout(binding = x, std140)
                #else
                #define UNITY_LOCATION(x)
                #define UNITY_BINDING(x) layout(std140)
                #endif
                uniform 	vec3 _WorldSpaceCameraPos;
                uniform 	vec4 _ProjectionParams;
                uniform 	vec4 hlslcc_mtx4x4unity_MatrixV[4];
                uniform 	vec4 hlslcc_mtx4x4unity_MatrixVP[4];
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                UNITY_BINDING(1) uniform UnityPerDraw {
                #endif
                    UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
                    UNITY_UNIFORM vec4 hlslcc_mtx4x4unity_WorldToObject[4];
                    UNITY_UNIFORM vec4 unity_LODFade;
                    UNITY_UNIFORM vec4 unity_WorldTransformParams;
                    UNITY_UNIFORM vec4 unity_LightData;
                    UNITY_UNIFORM vec4 unity_LightIndices[2];
                    UNITY_UNIFORM vec4 unity_ProbesOcclusion;
                    UNITY_UNIFORM vec4 unity_SpecCube0_HDR;
                    UNITY_UNIFORM vec4 unity_LightmapST;
                    UNITY_UNIFORM vec4 unity_DynamicLightmapST;
                    UNITY_UNIFORM vec4 unity_SHAr;
                    UNITY_UNIFORM vec4 unity_SHAg;
                    UNITY_UNIFORM vec4 unity_SHAb;
                    UNITY_UNIFORM vec4 unity_SHBr;
                    UNITY_UNIFORM vec4 unity_SHBg;
                    UNITY_UNIFORM vec4 unity_SHBb;
                    UNITY_UNIFORM vec4 unity_SHC;
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                };
                #endif
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                UNITY_BINDING(0) uniform UnityPerMaterial {
                #endif
                    UNITY_UNIFORM vec4 _NoiseTex_ST;
                    UNITY_UNIFORM float _MoonScale;
                    UNITY_UNIFORM vec4 _StarColor;
                    UNITY_UNIFORM vec4 _GalaxyCloudColor1;
                    UNITY_UNIFORM vec4 _GalaxyCloudColor2;
                    UNITY_UNIFORM float _CloudSpeed;
                    UNITY_UNIFORM float _CloudSize;
                    UNITY_UNIFORM float _CloudFadeDist;
                    UNITY_UNIFORM float _CloudFadeRate;
                    UNITY_UNIFORM float _OffsetDistance;
                    UNITY_UNIFORM float _BackLitStrength;
                    UNITY_UNIFORM float _EdgeLitPower;
                    UNITY_UNIFORM float _EdgeLitStrength;
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                };
                #endif
                in highp vec4 in_POSITION0;
                in highp vec2 in_TEXCOORD0;
                in highp vec2 in_TEXCOORD1;
                in highp vec3 in_NORMAL0;
                out highp vec2 vs_TEXCOORD0;
                out highp vec2 vs_TEXCOORD1;
                out highp vec3 vs_TEXCOORD2;
                out highp vec3 vs_TEXCOORD3;
                out highp vec4 vs_TEXCOORD4;
                out highp vec4 vs_TEXCOORD5;
                out highp vec3 vs_TEXCOORD6;
                out highp vec3 vs_TEXCOORD7;
                vec4 u_xlat0;
                vec4 u_xlat1;
                vec3 u_xlat2;
                float u_xlat9;
                void main()
                {
                    u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz;
                    u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz;
                    u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz;
                    u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_ObjectToWorld[3].xyz;
                    u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
                    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
                    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
                    u_xlat1 = u_xlat1 + hlslcc_mtx4x4unity_MatrixVP[3];
                    gl_Position = u_xlat1;
                    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _NoiseTex_ST.xy + _NoiseTex_ST.zw;
                    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
                    vs_TEXCOORD2.xyz = u_xlat0.xyz;
                    u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;
                    u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
                    u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
                    vs_TEXCOORD6.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
                    vs_TEXCOORD3.xyz = u_xlat2.xyz + hlslcc_mtx4x4unity_MatrixV[3].xyz;
                    vs_TEXCOORD4 = u_xlat1;
                    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
                    u_xlat0.w = u_xlat0.x * 0.5;
                    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
                    vs_TEXCOORD5.zw = u_xlat1.zw;
                    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
                    u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz);
                    u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz);
                    u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz);
                    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
                    u_xlat9 = max(u_xlat9, 1.17549435e-38);
                    u_xlat9 = inversesqrt(u_xlat9);
                    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
                    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
                    u_xlat9 = inversesqrt(u_xlat9);
                    vs_TEXCOORD7.xyz = vec3(u_xlat9) * u_xlat0.xyz;
                    return;
                }

                #endif
                #ifdef FRAGMENT
                #version 300 es

                precision highp float;
                precision highp int;
                #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                #define UNITY_UNIFORM
                #else
                #define UNITY_UNIFORM uniform
                #endif
                #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                #if UNITY_SUPPORTS_UNIFORM_LOCATION
                #define UNITY_LOCATION(x) layout(location = x)
                #define UNITY_BINDING(x) layout(binding = x, std140)
                #else
                #define UNITY_LOCATION(x)
                #define UNITY_BINDING(x) layout(std140)
                #endif
                uniform 	vec4 _MainLightPosition;
                uniform 	vec4 _MainLightColor;
                uniform 	vec4 _Time;
                uniform 	vec4 _ScreenParams;
                uniform 	vec4 hlslcc_mtx4x4unity_MatrixVP[4];
                uniform 	vec4 _SunPos;
                uniform 	float _Timecycle;
                uniform 	float _HasSunMoon;
                uniform 	float _LitRateTime;
                uniform 	vec4 _SkyColor0;
                uniform 	vec4 _SkyColor1;
                uniform 	vec4 _SkyColor2;
                uniform 	vec4 _HaloColor;
                uniform 	float _SkyColorMTime;
                uniform 	float _HaloRadius;
                uniform 	float _SunRadius;
                uniform 	float _DayNightTime;
                uniform 	float _CloudyRate;
                uniform 	vec4 _CloudParams;
                uniform 	vec4 _CloudColor0;
                uniform 	vec4 _CloudColor1;
                uniform 	vec4 _CloudColor2;
                uniform 	float _CloudColorMTime;
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                UNITY_BINDING(0) uniform UnityPerMaterial {
                #endif
                    UNITY_UNIFORM vec4 _NoiseTex_ST;
                    UNITY_UNIFORM float _MoonScale;
                    UNITY_UNIFORM vec4 _StarColor;
                    UNITY_UNIFORM vec4 _GalaxyCloudColor1;
                    UNITY_UNIFORM vec4 _GalaxyCloudColor2;
                    UNITY_UNIFORM float _CloudSpeed;
                    UNITY_UNIFORM float _CloudSize;
                    UNITY_UNIFORM float _CloudFadeDist;
                    UNITY_UNIFORM float _CloudFadeRate;
                    UNITY_UNIFORM float _OffsetDistance;
                    UNITY_UNIFORM float _BackLitStrength;
                    UNITY_UNIFORM float _EdgeLitPower;
                    UNITY_UNIFORM float _EdgeLitStrength;
                #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                };
                #endif
                UNITY_LOCATION(0) uniform mediump sampler2D _NoiseTex;
                UNITY_LOCATION(1) uniform mediump sampler2D _MoonTex;
                in highp vec2 vs_TEXCOORD0;
                in highp vec2 vs_TEXCOORD1;
                in highp vec4 vs_TEXCOORD4;
                in highp vec4 vs_TEXCOORD5;
                layout(location = 0) out highp vec4 SV_Target0;
                vec3 u_xlat0;
                vec4 u_xlat1;
                bool u_xlatb1;
                vec2 u_xlat2;
                vec4 u_xlat3;
                vec3 u_xlat4;
                vec4 u_xlat5;
                vec3 u_xlat6;
                vec3 u_xlat7;
                vec3 u_xlat9;
                vec3 u_xlat10;
                bool u_xlatb10;
                vec2 u_xlat11;
                vec2 u_xlat17;
                bool u_xlatb17;
                vec2 u_xlat18;
                vec2 u_xlat19;
                float u_xlat24;
                bool u_xlatb24;
                float u_xlat25;
                float u_xlat26;
                void main()
                {
                    u_xlat0.xyz = log2(_SkyColor2.xyz);
                    u_xlat0.xyz = u_xlat0.xyz * vec3(2.20000005, 2.20000005, 2.20000005);
                    u_xlat0.xyz = exp2(u_xlat0.xyz);
                    u_xlat1.xyz = log2(_SkyColor1.xyz);
                    u_xlat1.xyz = u_xlat1.xyz * vec3(2.20000005, 2.20000005, 2.20000005);
                    u_xlat1.xyz = exp2(u_xlat1.xyz);
                    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
                    u_xlat24 = vs_TEXCOORD1.y + (-_SkyColorMTime);
                    u_xlat2.xy = (-vec2(_DayNightTime, _SkyColorMTime)) + vec2(1.0, 1.0);
                    u_xlat24 = u_xlat24 / u_xlat2.y;
                    u_xlat2.x = u_xlat2.x;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat2.x = min(max(u_xlat2.x, 0.0), 1.0);
                #else
                    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
                #endif
                    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz + u_xlat1.xyz;
                    u_xlat10.xyz = log2(_SkyColor0.xyz);
                    u_xlat10.xyz = u_xlat10.xyz * vec3(2.20000005, 2.20000005, 2.20000005);
                    u_xlat10.xyz = exp2(u_xlat10.xyz);
                    u_xlat1.xyz = u_xlat1.xyz + (-u_xlat10.xyz);
                    u_xlat24 = vs_TEXCOORD1.y / _SkyColorMTime;
                    u_xlat1.xyz = vec3(u_xlat24) * u_xlat1.xyz + u_xlat10.xyz;
                    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
                #ifdef UNITY_ADRENO_ES3
                    u_xlatb24 = !!(vs_TEXCOORD1.y>=_SkyColorMTime);
                #else
                    u_xlatb24 = vs_TEXCOORD1.y>=_SkyColorMTime;
                #endif
                    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
                    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz + u_xlat1.xyz;
                    u_xlat1.xy = vec2(_Timecycle) * vec2(24.0, 288.0);
                #ifdef UNITY_ADRENO_ES3
                    u_xlatb24 = !!(u_xlat1.y>=(-u_xlat1.y));
                #else
                    u_xlatb24 = u_xlat1.y>=(-u_xlat1.y);
                #endif
                    u_xlat9.xy = (bool(u_xlatb24)) ? vec2(12.0, 0.0833333358) : vec2(-12.0, -0.0833333358);
                    u_xlat24 = u_xlat9.y * u_xlat1.x;
                    u_xlat24 = fract(u_xlat24);
                    u_xlat24 = (-u_xlat9.x) * u_xlat24 + 6.0;
                    u_xlat24 = min(abs(u_xlat24), 1.0);
                    u_xlat1.xy = _MainLightPosition.xz * vec2(_OffsetDistance);
                    u_xlat1.xy = vec2(u_xlat24) * u_xlat1.xy;
                    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(22.0, 22.0, 1.70000005, 1.70000005);
                    u_xlat17.xy = (-_CloudParams.xy) * vec2(_CloudSpeed) + u_xlat3.zw;
                    u_xlat24 = texture(_NoiseTex, u_xlat3.xy).y;
                    u_xlat10.xy = u_xlat17.xy * vec2(vec2(_CloudSize, _CloudSize)) + u_xlat1.xy;
                    u_xlat10.x = texture(_NoiseTex, u_xlat10.xy).x;
                    u_xlat18.xy = (-_CloudParams.xy) * vec2(_CloudSpeed) + vs_TEXCOORD0.xy;
                    u_xlat3.x = _CloudSize + 0.230000004;
                    u_xlat11.xy = u_xlat18.xy * u_xlat3.xx + u_xlat1.xy;
                    u_xlat11.x = texture(_NoiseTex, u_xlat11.xy).x;
                    u_xlat10.x = u_xlat10.x * u_xlat11.x;
                    u_xlat11.x = _CloudyRate * 2.5;
                    u_xlat10.x = u_xlat10.x * u_xlat11.x;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat10.x = min(max(u_xlat10.x, 0.0), 1.0);
                #else
                    u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
                #endif
                    u_xlat19.xy = u_xlat18.xy * u_xlat3.xx + (-u_xlat1.xy);
                    u_xlat1.xy = u_xlat17.xy * vec2(vec2(_CloudSize, _CloudSize)) + (-u_xlat1.xy);
                    u_xlat17.xy = u_xlat17.xy * vec2(vec2(_CloudSize, _CloudSize));
                    u_xlat17.x = texture(_NoiseTex, u_xlat17.xy).x;
                    u_xlat1.x = texture(_NoiseTex, u_xlat1.xy).x;
                    u_xlat9.xz = u_xlat18.xy * u_xlat3.xx;
                    u_xlat9.x = texture(_NoiseTex, u_xlat9.xz).x;
                    u_xlat9.x = u_xlat17.x * u_xlat9.x;
                    u_xlat9.x = u_xlat11.x * u_xlat9.x;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat9.x = min(max(u_xlat9.x, 0.0), 1.0);
                #else
                    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
                #endif
                    u_xlat17.x = texture(_NoiseTex, u_xlat19.xy).x;
                    u_xlat1.x = u_xlat1.x * u_xlat17.x;
                    u_xlat1.x = u_xlat11.x * u_xlat1.x;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat1.x = min(max(u_xlat1.x, 0.0), 1.0);
                #else
                    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
                #endif
                    u_xlat1.x = (-u_xlat1.x) + u_xlat10.x;
                    u_xlat10.xyz = hlslcc_mtx4x4unity_MatrixVP[1].xyw * _SunPos.yyy;
                    u_xlat10.xyz = hlslcc_mtx4x4unity_MatrixVP[0].xyw * _SunPos.xxx + u_xlat10.xyz;
                    u_xlat10.xyz = hlslcc_mtx4x4unity_MatrixVP[2].xyw * _SunPos.zzz + u_xlat10.xyz;
                    u_xlat10.xyz = u_xlat10.xyz + hlslcc_mtx4x4unity_MatrixVP[3].xyw;
                    u_xlat3.yz = u_xlat10.xy / u_xlat10.zz;
                #ifdef UNITY_ADRENO_ES3
                    u_xlatb17 = !!(u_xlat10.z>=0.0);
                #else
                    u_xlatb17 = u_xlat10.z>=0.0;
                #endif
                    u_xlat17.x = u_xlatb17 ? 1.0 : float(0.0);
                    u_xlat4.yz = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
                    u_xlat25 = _ScreenParams.x / _ScreenParams.y;
                    u_xlat3.x = u_xlat25 * u_xlat3.y;
                    u_xlat4.x = u_xlat25 * u_xlat4.y;
                    u_xlat10.xy = (-u_xlat3.xz) + u_xlat4.xz;
                    u_xlat10.x = dot(u_xlat10.xy, u_xlat10.xy);
                    u_xlat10.x = sqrt(u_xlat10.x);
                    u_xlat10.xy = u_xlat10.xx / vec2(_HaloRadius, _SunRadius);
                    u_xlat10.xy = (-u_xlat10.xy) + vec2(1.0, 1.0);
                #ifdef UNITY_ADRENO_ES3
                    u_xlat10.xy = min(max(u_xlat10.xy, 0.0), 1.0);
                #else
                    u_xlat10.xy = clamp(u_xlat10.xy, 0.0, 1.0);
                #endif
                    u_xlat10.x = u_xlat17.x * u_xlat10.x;
                    u_xlat18.x = u_xlat10.y + -0.5;
                    u_xlat18.x = u_xlat18.x * 9.99999809;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat18.x = min(max(u_xlat18.x, 0.0), 1.0);
                #else
                    u_xlat18.x = clamp(u_xlat18.x, 0.0, 1.0);
                #endif
                    u_xlat26 = u_xlat10.x * u_xlat10.x;
                    u_xlat26 = u_xlat26 * u_xlat26;
                    u_xlat26 = u_xlat26 * u_xlat10.x;
                    u_xlat10.x = u_xlat26 * 3.0 + u_xlat10.x;
                    u_xlat26 = _CloudyRate + -0.5;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat26 = min(max(u_xlat26, 0.0), 1.0);
                #else
                    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
                #endif
                    u_xlat26 = u_xlat26 + 0.5;
                    u_xlat3.xw = (-vec2(u_xlat26)) + vec2(1.5, 1.0);
                    u_xlat26 = u_xlat10.x * u_xlat3.x + 0.600000024;
                    u_xlat10.x = u_xlat10.x * u_xlat3.x;
                    u_xlat26 = min(u_xlat26, 1.0);
                    u_xlat3.x = (-u_xlat9.x) + 1.0;
                    u_xlat3.x = log2(u_xlat3.x);
                    u_xlat3.x = u_xlat3.x * _EdgeLitPower;
                    u_xlat3.x = exp2(u_xlat3.x);
                    u_xlat3.x = u_xlat3.x * _EdgeLitStrength;
                    u_xlat1.x = u_xlat3.x * u_xlat26 + u_xlat1.x;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat1.x = min(max(u_xlat1.x, 0.0), 1.0);
                #else
                    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
                #endif
                    u_xlat26 = u_xlat1.x + (-_CloudColorMTime);
                    u_xlat3.x = (-_CloudColorMTime) + 1.0;
                    u_xlat26 = u_xlat26 / u_xlat3.x;
                    u_xlat4.xyz = log2(_CloudColor2.xyz);
                    u_xlat4.xyz = u_xlat4.xyz * vec3(2.20000005, 2.20000005, 2.20000005);
                    u_xlat4.xyz = exp2(u_xlat4.xyz);
                    u_xlat5.xyz = log2(_CloudColor1.xyz);
                    u_xlat5.xyz = u_xlat5.xyz * vec3(2.20000005, 2.20000005, 2.20000005);
                    u_xlat5.xyz = exp2(u_xlat5.xyz);
                    u_xlat6.xyz = u_xlat4.xyz + (-u_xlat5.xyz);
                    u_xlat4.xyz = u_xlat10.xxx * u_xlat4.xyz;
                    u_xlat4.xyz = u_xlat1.xxx * u_xlat4.xyz;
                    u_xlat6.xyz = vec3(u_xlat26) * u_xlat6.xyz + u_xlat5.xyz;
                    u_xlat7.xyz = log2(_CloudColor0.xyz);
                    u_xlat7.xyz = u_xlat7.xyz * vec3(2.20000005, 2.20000005, 2.20000005);
                    u_xlat7.xyz = exp2(u_xlat7.xyz);
                    u_xlat5.xyz = u_xlat5.xyz + (-u_xlat7.xyz);
                    u_xlat26 = u_xlat1.x / _CloudColorMTime;
                #ifdef UNITY_ADRENO_ES3
                    u_xlatb1 = !!(u_xlat1.x>=_CloudColorMTime);
                #else
                    u_xlatb1 = u_xlat1.x>=_CloudColorMTime;
                #endif
                    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
                    u_xlat5.xyz = vec3(u_xlat26) * u_xlat5.xyz + u_xlat7.xyz;
                    u_xlat6.xyz = (-u_xlat5.xyz) + u_xlat6.xyz;
                    u_xlat5.xyz = u_xlat1.xxx * u_xlat6.xyz + u_xlat5.xyz;
                    u_xlat5.xyz = (-u_xlat0.xyz) + u_xlat5.xyz;
                    u_xlat6.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
                    u_xlat1.x = dot(u_xlat6.xy, u_xlat6.xy);
                    u_xlat1.x = sqrt(u_xlat1.x);
                    u_xlat26 = (-u_xlat1.x) * 1.89999998 + 1.0;
                    u_xlat6.xy = u_xlat1.xx * vec2(1.89999998, 0.949999988);
                    u_xlat1.x = u_xlat26 * 0.400000006;
                    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz + u_xlat0.xyz;
                    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_BackLitStrength, _BackLitStrength, _BackLitStrength)) + u_xlat5.xyz;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat4.xyz = min(max(u_xlat4.xyz, 0.0), 1.0);
                #else
                    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
                #endif
                    u_xlat3.x = u_xlat3.y * u_xlat25 + u_xlat25;
                    u_xlat3.y = u_xlat3.z + 1.0;
                    u_xlat3.xy = u_xlat3.xy * vec2(_MoonScale);
                    u_xlat3.xy = u_xlat3.xy * vec2(0.5, 0.5);
                    u_xlat5.x = u_xlat25 * vs_TEXCOORD5.x;
                    u_xlat5.y = vs_TEXCOORD5.y;
                    u_xlat1.xw = u_xlat5.xy / vs_TEXCOORD5.ww;
                    u_xlat26 = 0.5 / _MoonScale;
                    u_xlat1.xw = u_xlat1.xw + vec2(u_xlat26);
                    u_xlat1.xw = u_xlat1.xw * vec2(_MoonScale) + (-u_xlat3.xy);
                    u_xlat1.xw = texture(_MoonTex, u_xlat1.xw).xy;
                    u_xlat25 = (-u_xlat1.x) + u_xlat1.w;
                    u_xlat1.x = _CloudyRate * u_xlat25 + u_xlat1.x;
                    u_xlat25 = (-_HasSunMoon) + 1.0;
                    u_xlat1.x = u_xlat25 * u_xlat1.x;
                    u_xlat1.x = u_xlat17.x * u_xlat1.x;
                    u_xlat25 = u_xlat9.x * 1.5 + u_xlat6.y;
                    u_xlat9.x = log2(u_xlat9.x);
                    u_xlat9.x = u_xlat9.x * 1.5;
                    u_xlat9.x = exp2(u_xlat9.x);
                    u_xlat9.x = u_xlat9.x * 3.0;
                    u_xlat9.x = min(u_xlat9.x, 1.0);
                    u_xlat9.x = u_xlat9.x + -0.600000024;
                    u_xlat9.x = u_xlat9.x * 2.50000024;
                    u_xlat9.x = max(u_xlat9.x, 0.0);
                    u_xlat26 = u_xlat25 * u_xlat25;
                    u_xlat26 = u_xlat26 * u_xlat26;
                    u_xlat3.x = log2(u_xlat6.x);
                    u_xlat11.x = u_xlat6.x * u_xlat6.x;
                    u_xlat11.x = (-u_xlat11.x) * 1.29999995 + 1.0;
                    u_xlat3.x = u_xlat3.x * 10.0;
                    u_xlat3.x = exp2(u_xlat3.x);
                    u_xlat25 = u_xlat25 * u_xlat26 + u_xlat3.x;
                    u_xlat25 = min(u_xlat25, 1.0);
                    u_xlat1.x = u_xlat25 * (-u_xlat1.x) + u_xlat1.x;
                    u_xlat26 = u_xlat18.x * -2.0 + 3.0;
                    u_xlat18.x = u_xlat18.x * u_xlat18.x;
                    u_xlat18.x = u_xlat18.x * u_xlat26;
                    u_xlat26 = (-_CloudyRate) + 1.0;
                    u_xlat18.x = u_xlat26 * u_xlat18.x;
                    u_xlat26 = u_xlat26;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat26 = min(max(u_xlat26, 0.0), 1.0);
                #else
                    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
                #endif
                    u_xlat2.x = u_xlat26 * u_xlat2.x;
                    u_xlat18.x = inversesqrt(u_xlat18.x);
                    u_xlat18.x = float(1.0) / u_xlat18.x;
                    u_xlat5.xyz = u_xlat18.xxx * _MainLightColor.xyz;
                    u_xlat5.xyz = u_xlat5.xyz * vec3(10.0, 10.0, 10.0);
                    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_HasSunMoon, _HasSunMoon, _HasSunMoon));
                    u_xlat5.xyz = u_xlat17.xxx * u_xlat5.xyz;
                    u_xlat5.xyz = vec3(u_xlat25) * (-u_xlat5.xyz) + u_xlat5.xyz;
                    u_xlat1.xzw = u_xlat1.xxx + u_xlat5.xyz;
                    u_xlat5.xyz = log2(_HaloColor.xyz);
                    u_xlat5.xyz = u_xlat5.xyz * vec3(2.20000005, 2.20000005, 2.20000005);
                    u_xlat5.xyz = exp2(u_xlat5.xyz);
                    u_xlat10.xyz = u_xlat10.xxx * u_xlat5.xyz;
                    u_xlat0.xyz = u_xlat10.xyz * u_xlat3.www + u_xlat0.xyz;
                #ifdef UNITY_ADRENO_ES3
                    u_xlatb10 = !!(_LitRateTime>=0.899999976);
                #else
                    u_xlatb10 = _LitRateTime>=0.899999976;
                #endif
                    u_xlat10.x = u_xlatb10 ? 1.0 : float(0.0);
                    u_xlat0.xyz = u_xlat1.xzw * u_xlat10.xxx + u_xlat0.xyz;
                    u_xlat5 = vs_TEXCOORD0.xyxy * vec4(7.0, 7.0, 35.0, 35.0);
                    u_xlat1.x = texture(_NoiseTex, u_xlat5.zw).y;
                    u_xlat17.x = texture(_NoiseTex, u_xlat5.xy).x;
                    u_xlat24 = u_xlat24 + u_xlat1.x;
                    u_xlat24 = u_xlat17.x * u_xlat24;
                    u_xlat24 = u_xlat24 * u_xlat24;
                    u_xlat1.xzw = vec3(u_xlat24) * _StarColor.xyz;
                    u_xlat1.xzw = u_xlat1.xzw * vec3(4.0, 4.0, 4.0);
                    u_xlat0.xyz = u_xlat1.xzw * u_xlat2.xxx + u_xlat0.xyz;
                    u_xlat24 = u_xlat0.y + u_xlat0.x;
                    u_xlat24 = u_xlat0.z + u_xlat24;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat24 = min(max(u_xlat24, 0.0), 1.0);
                #else
                    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
                #endif
                #ifdef UNITY_ADRENO_ES3
                    u_xlatb1 = !!(_Time.x>=(-_Time.x));
                #else
                    u_xlatb1 = _Time.x>=(-_Time.x);
                #endif
                    u_xlat1.x = (u_xlatb1) ? 1.0 : -1.0;
                    u_xlat17.x = u_xlat1.x * _Time.x;
                    u_xlat17.x = fract(u_xlat17.x);
                    u_xlat1.x = u_xlat17.x * u_xlat1.x;
                    u_xlat17.x = vs_TEXCOORD5.y + vs_TEXCOORD5.x;
                    u_xlat17.x = u_xlat17.x * 10000.0;
                    u_xlat1.x = u_xlat1.x * u_xlat17.x;
                    u_xlat1.x = sin(u_xlat1.x);
                    u_xlat1.x = u_xlat1.x * 2.0 + -0.5;
                    u_xlat1.x = u_xlat1.x * 0.00392156886;
                    u_xlat0.xyz = u_xlat1.xxx * vec3(u_xlat24) + u_xlat0.xyz;
                    u_xlat1.xzw = (-u_xlat0.xyz) + u_xlat4.xyz;
                    u_xlat24 = u_xlat9.x * -2.0 + 3.0;
                    u_xlat9.x = u_xlat9.x * u_xlat9.x;
                    u_xlat24 = u_xlat24 * u_xlat9.x;
                    u_xlat24 = u_xlat11.x * u_xlat24;
                #ifdef UNITY_ADRENO_ES3
                    u_xlat24 = min(max(u_xlat24, 0.0), 1.0);
                #else
                    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
                #endif
                    SV_Target0.xyz = vec3(u_xlat24) * u_xlat1.xzw + u_xlat0.xyz;
                    SV_Target0.w = 1.0;
                    return;
                }

                #endif
                "
            }
        }
        Program "fp" 
        {
            SubProgram "gles3 " 
            {
                ""
            }
        }
    }
}
Fallback "Hidden/InternalErrorShader"

}

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