├── Assets ├── Editor.meta ├── Editor │ ├── PhysicsSimulationEditor.cs │ └── PhysicsSimulationEditor.cs.meta ├── Models.meta ├── Models │ ├── Materials.meta │ ├── Materials │ │ ├── Blue.mat │ │ ├── Blue.mat.meta │ │ ├── Red.mat │ │ ├── Red.mat.meta │ │ ├── Terrain.mat │ │ └── Terrain.mat.meta │ ├── Terrain.blend │ └── Terrain.blend.meta ├── PhysicsSimulation.cs ├── PhysicsSimulation.cs.meta ├── Scene.unity └── Scene.unity.meta ├── LICENSE ├── Library ├── AnnotationManager ├── AssetImportState ├── BuildPlayer.prefs ├── BuildSettings.asset ├── CrashedAssetImports.txt ├── CurrentLayout.dwlt ├── CurrentMaximizeLayout.dwlt ├── EditorInstance.json ├── EditorUserBuildSettings.asset ├── EditorUserSettings.asset ├── InspectorExpandedItems.asset ├── LastSceneManagerSetup.txt ├── LibraryFormatVersion.txt ├── MonoManager.asset ├── ProjectSettings.asset ├── ScriptAssemblies │ ├── Assembly-CSharp-Editor.dll │ ├── Assembly-CSharp-Editor.dll.mdb │ ├── Assembly-CSharp.dll │ ├── Assembly-CSharp.dll.mdb │ └── BuiltinAssemblies.stamp ├── ScriptMapper ├── ShaderCache.db ├── ShaderCache │ ├── 2 │ │ ├── 2363712bfd5eaef7082d70444a96210c.bin │ │ ├── 2a494f69821bf034e9b5b33696c8c525.bin │ │ └── 2bd597f19de1b78c3cdfad54681f59cb.bin │ ├── 3 │ │ └── 3fd92b679f2abe7b9caa01eb07818074.bin │ ├── 4 │ │ ├── 42301ec9c3db75189eb9f8ae085d940c.bin │ │ └── 49208fd90cb7251b342cfdf165590a25.bin │ ├── 5 │ │ ├── 519778d7ceadd237043ff5ee28a10cfe.bin │ │ ├── 528296d3b234247c1019c095c360af17.bin │ │ └── 5e2164a7265fe7f7b90d613803212b1a.bin │ ├── 6 │ │ ├── 60099c37d5b2a0a2a3f396223f73c92e.bin │ │ ├── 636357e4eb7f15772a9344e72d40cc17.bin │ │ └── 67ada9c47225da34b45ab38c314504cf.bin │ ├── 7 │ │ ├── 75555f587097d856c33e899262279e74.bin │ │ └── 7a6c093a41ffa634719ddff5cc2785ef.bin │ ├── 8 │ │ └── 8e4476e3a54e2b3acc93573b8cd8a6df.bin │ ├── 9 │ │ ├── 931a8ba33c8cc8df9122c0f87954c867.bin │ │ └── 9c0ba92381650ad48b0e07a9f405804f.bin │ ├── a │ │ ├── a71611192af81aab5685f0306477bc26.bin │ │ └── a7ea5b10041acd3081d26d65dc79d92a.bin │ ├── b │ │ └── bfc2af164ef4f7746d1792f836639698.bin │ ├── c │ │ ├── c7e014bd9e1d230e3652172d6e3386fc.bin │ │ ├── c7f4e999d9f7743dd232a41834de8ca2.bin │ │ └── cd042f220e9c8f8e606b88d91d67eeac.bin │ ├── d │ │ ├── d00fc61fc63008177640585be511b00b.bin │ │ ├── d1f20a48b3cf023518cc87bfc37543e6.bin │ │ └── db5ca6fa8b42363b98e63d7ebcf95593.bin │ └── e │ │ ├── e3a1ad317a30a8df219e5e158901bb5a.bin │ │ └── e771eecbe60c6449fcdc68fd272376da.bin ├── SpriteAtlasDatabase.asset ├── assetDatabase3 ├── expandedItems ├── metadata │ ├── 12 │ │ ├── 12fd8a0055b84bb59e84c9835a37e333 │ │ └── 12fd8a0055b84bb59e84c9835a37e333.info │ ├── 21 │ │ ├── 21eff446d50eaf44a85985cd4c0b6fa1 │ │ └── 21eff446d50eaf44a85985cd4c0b6fa1.info │ ├── 26 │ │ ├── 2682a692a2be7e14e901a738c7806da0 │ │ └── 2682a692a2be7e14e901a738c7806da0.info │ ├── 32 │ │ ├── 32188fd89022c154c81befa2f0e00be0 │ │ ├── 32188fd89022c154c81befa2f0e00be0.info │ │ ├── 328cc881519068e4eb7db4bb907ad2d9 │ │ └── 328cc881519068e4eb7db4bb907ad2d9.info │ ├── 38 │ │ ├── 38c8faf1788024c02930a0c68a6e0edc │ │ └── 38c8faf1788024c02930a0c68a6e0edc.info │ ├── 40 │ │ ├── 405b9b51bb344a128608d968297df79c │ │ └── 405b9b51bb344a128608d968297df79c.info │ ├── 41 │ │ ├── 4113173d5e95493ab8765d7b08371de4 │ │ └── 4113173d5e95493ab8765d7b08371de4.info │ ├── 47 │ │ ├── 478f4160cbfc64f59aebeb910e910dbc │ │ └── 478f4160cbfc64f59aebeb910e910dbc.info │ ├── 51 │ │ ├── 517af1b5b81b93b43b9745d58f017562 │ │ └── 517af1b5b81b93b43b9745d58f017562.info │ ├── 53 │ │ ├── 53ebcfaa2e1e4e2dbc85882cd5a73fa1 │ │ └── 53ebcfaa2e1e4e2dbc85882cd5a73fa1.info │ ├── 57 │ │ ├── 5782f9e9e6e0bb94bac99aeea24814fc │ │ └── 5782f9e9e6e0bb94bac99aeea24814fc.info │ ├── 61 │ │ ├── 61ed84d64319a4f30af11de6475399b0 │ │ └── 61ed84d64319a4f30af11de6475399b0.info │ ├── 73 │ │ ├── 739bbd9f364b4268874f9fd86ab3beef │ │ └── 739bbd9f364b4268874f9fd86ab3beef.info │ ├── 76 │ │ ├── 7668179ede524d6396c8b7d84461ea29 │ │ └── 7668179ede524d6396c8b7d84461ea29.info │ ├── 80 │ │ ├── 80a3616ca19596e4da0f10f14d241e9f │ │ └── 80a3616ca19596e4da0f10f14d241e9f.info │ ├── 83 │ │ ├── 8382b2bb260241859771b69b7f377a8d │ │ └── 8382b2bb260241859771b69b7f377a8d.info │ ├── 84 │ │ ├── 844f815391db42d49455cbf1a7bfc434 │ │ └── 844f815391db42d49455cbf1a7bfc434.info │ ├── 85 │ │ ├── 852e56802eb941638acbb491814497b0 │ │ └── 852e56802eb941638acbb491814497b0.info │ ├── 86 │ │ ├── 86f4de9468454445ac2f39e207fafa3a │ │ └── 86f4de9468454445ac2f39e207fafa3a.info │ ├── 87 │ │ ├── 870353891bb340e2b2a9c8707e7419ba │ │ └── 870353891bb340e2b2a9c8707e7419ba.info │ ├── 90 │ │ ├── 9078b7128e594410d9b89e5b24cffd01 │ │ └── 9078b7128e594410d9b89e5b24cffd01.info │ ├── 97 │ │ ├── 97decbdab0634cdd991f8d23ddf0dead │ │ └── 97decbdab0634cdd991f8d23ddf0dead.info │ ├── 00 │ │ ├── 00000000000000001000000000000000 │ │ ├── 00000000000000001000000000000000.info │ │ ├── 00000000000000002000000000000000 │ │ ├── 00000000000000002000000000000000.info │ │ ├── 00000000000000003000000000000000 │ │ ├── 00000000000000003000000000000000.info │ │ ├── 00000000000000004000000000000000 │ │ ├── 00000000000000004000000000000000.info │ │ ├── 00000000000000004100000000000000 │ │ ├── 00000000000000004100000000000000.info │ │ ├── 00000000000000005000000000000000 │ │ ├── 00000000000000005000000000000000.info │ │ ├── 00000000000000005100000000000000 │ │ ├── 00000000000000005100000000000000.info │ │ ├── 00000000000000006000000000000000 │ │ ├── 00000000000000006000000000000000.info │ │ ├── 00000000000000006100000000000000 │ │ ├── 00000000000000006100000000000000.info │ │ ├── 00000000000000007000000000000000 │ │ ├── 00000000000000007000000000000000.info │ │ ├── 00000000000000007100000000000000 │ │ ├── 00000000000000007100000000000000.info │ │ ├── 00000000000000008000000000000000 │ │ ├── 00000000000000008000000000000000.info │ │ ├── 00000000000000009000000000000000 │ │ ├── 00000000000000009000000000000000.info │ │ ├── 0000000000000000a000000000000000 │ │ ├── 0000000000000000a000000000000000.info │ │ ├── 0000000000000000a100000000000000 │ │ ├── 0000000000000000a100000000000000.info │ │ ├── 0000000000000000b000000000000000 │ │ ├── 0000000000000000b000000000000000.info │ │ ├── 0000000000000000c000000000000000 │ │ ├── 0000000000000000c000000000000000.info │ │ ├── 00be083804ae542a69793169e416480f │ │ ├── 00be083804ae542a69793169e416480f.info │ │ ├── 00be870fad5e645fdb0634e9ab6aa9a3 │ │ └── 00be870fad5e645fdb0634e9ab6aa9a3.info │ ├── 0d │ │ ├── 0d3bb855445e36e479c85976fc88383a │ │ └── 0d3bb855445e36e479c85976fc88383a.info │ ├── 1c │ │ ├── 1c6d1fbb51834b64847b1b73a75bfc77 │ │ └── 1c6d1fbb51834b64847b1b73a75bfc77.info │ ├── 1e │ │ ├── 1e120ff11ad3640a8910107f032d062c │ │ └── 1e120ff11ad3640a8910107f032d062c.info │ ├── 3f │ │ ├── 3ff46d3bcceb4400d98be67d7130ed19 │ │ └── 3ff46d3bcceb4400d98be67d7130ed19.info │ ├── 4b │ │ ├── 4b3fa4bde7f1451a8218c03ee6a8ded8 │ │ ├── 4b3fa4bde7f1451a8218c03ee6a8ded8.info │ │ ├── 4ba2329b63d54f0187bcaa12486b1b0f │ │ └── 4ba2329b63d54f0187bcaa12486b1b0f.info │ ├── 4d │ │ ├── 4d1533a0d51564ef095a11564bd143c1 │ │ └── 4d1533a0d51564ef095a11564bd143c1.info │ ├── 5b │ │ ├── 5bc14e7d4838544408de757a6d2ac887 │ │ └── 5bc14e7d4838544408de757a6d2ac887.info │ ├── 5f │ │ ├── 5f32cd94baa94578a686d4b9d6b660f7 │ │ └── 5f32cd94baa94578a686d4b9d6b660f7.info │ ├── 6a │ │ ├── 6a10b2909283487f913b00d94cd3faf5 │ │ └── 6a10b2909283487f913b00d94cd3faf5.info │ ├── 8e │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44 │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44.info │ │ ├── 8e7066e382b0fc749b25dbb1a3004dfe │ │ └── 8e7066e382b0fc749b25dbb1a3004dfe.info │ ├── ad │ │ ├── adebbd281f1a4ef3a30be7f21937e02f │ │ └── adebbd281f1a4ef3a30be7f21937e02f.info │ ├── b2 │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e.info │ │ ├── b2bead50dbf86924f8e51f03ddbebf70 │ │ └── b2bead50dbf86924f8e51f03ddbebf70.info │ ├── cb │ │ ├── cb82ddf515f624a4eaf49dd1d1206326 │ │ └── cb82ddf515f624a4eaf49dd1d1206326.info │ ├── d9 │ │ ├── d91035c548f23744c9bfb107348ed1c0 │ │ └── d91035c548f23744c9bfb107348ed1c0.info │ ├── dc │ │ ├── dc443db3e92b4983b9738c1131f555cb │ │ └── dc443db3e92b4983b9738c1131f555cb.info │ ├── e1 │ │ ├── e1007cd261c84053beb0c3537782908d │ │ └── e1007cd261c84053beb0c3537782908d.info │ ├── f4 │ │ ├── f4ff98be9ad824df49001ff963717af3 │ │ └── f4ff98be9ad824df49001ff963717af3.info │ ├── f5 │ │ ├── f5f67c52d1564df4a8936ccd202a3bd8 │ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info │ └── f7 │ │ ├── f70555f144d8491a825f0804e09c671c │ │ ├── f70555f144d8491a825f0804e09c671c.info │ │ ├── f7b54ff4a43d4fcf81b4538b678e0bcc │ │ └── f7b54ff4a43d4fcf81b4538b678e0bcc.info └── shadercompiler-UnityShaderCompiler0.log ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 61ed84d64319a4f30af11de6475399b0 3 | folderAsset: yes 4 | timeCreated: 1499957922 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Editor/PhysicsSimulationEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(PhysicsSimulation))] 7 | public class PhysicsSimulationEditor : Editor { 8 | 9 | public override void OnInspectorGUI() 10 | { 11 | base.OnInspectorGUI(); 12 | 13 | PhysicsSimulation sim = (PhysicsSimulation)target; 14 | 15 | if (GUILayout.Button("Simulate")) 16 | { 17 | sim.RunSimulation(); 18 | } 19 | 20 | if (GUILayout.Button("Reset")) 21 | { 22 | sim.ResetAllBodies(); 23 | } 24 | } 25 | 26 | } 27 | -------------------------------------------------------------------------------- /Assets/Editor/PhysicsSimulationEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e120ff11ad3640a8910107f032d062c 3 | timeCreated: 1499957925 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Models.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4d1533a0d51564ef095a11564bd143c1 3 | folderAsset: yes 4 | timeCreated: 1499942579 5 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legStretch: 0.05 77 | feetSpacing: 0 78 | rootMotionBoneName: 79 | rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} 80 | hasTranslationDoF: 0 81 | hasExtraRoot: 0 82 | skeletonHasParents: 1 83 | lastHumanDescriptionAvatarSource: {instanceID: 0} 84 | animationType: 2 85 | humanoidOversampling: 1 86 | additionalBone: 0 87 | userData: 88 | assetBundleName: 89 | assetBundleVariant: 90 | -------------------------------------------------------------------------------- /Assets/PhysicsSimulation.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using System.Linq; 5 | 6 | public class PhysicsSimulation : MonoBehaviour { 7 | 8 | public int maxIterations = 1000; 9 | SimulatedBody[] simulatedBodies; 10 | 11 | public Vector2 forceMinMax; 12 | public float forceAngleInDegrees; 13 | public bool randomizeForceAngle; 14 | 15 | List generatedRigidbodies; 16 | List generatedColliders; 17 | 18 | [ContextMenu("Run Simulation")] 19 | public void RunSimulation() 20 | { 21 | AutoGenerateComponents(); 22 | simulatedBodies = FindObjectsOfType().Select(rb => new SimulatedBody(rb, rb.transform.IsChildOf(transform))).ToArray(); 23 | 24 | // Add force to bodies 25 | foreach (SimulatedBody body in simulatedBodies) 26 | { 27 | if (body.isChild) 28 | { 29 | float randomForceAmount = Random.Range(forceMinMax.x, forceMinMax.y); 30 | float forceAngle = ((randomizeForceAngle) ? Random.Range(0, 360f) : forceAngleInDegrees) * Mathf.Deg2Rad; 31 | Vector3 forceDir = new Vector3(Mathf.Sin(forceAngle), 0, Mathf.Cos(forceAngle)); 32 | body.rigidbody.AddForce(forceDir * randomForceAmount, ForceMode.Impulse); 33 | } 34 | } 35 | 36 | // Run simulation for maxIteration frames, or until all child rigidbodies are sleeping 37 | Physics.autoSimulation = false; 38 | for (int i = 0; i < maxIterations; i++) 39 | { 40 | Physics.Simulate(Time.fixedDeltaTime); 41 | if (simulatedBodies.All(body => body.rigidbody.IsSleeping() || !body.isChild)) 42 | { 43 | break; 44 | } 45 | } 46 | Physics.autoSimulation = true; 47 | 48 | // Reset bodies which are not child objects of the transform to which this script is attached 49 | foreach (SimulatedBody body in simulatedBodies) 50 | { 51 | if (!body.isChild) 52 | { 53 | body.Reset(); 54 | } 55 | } 56 | 57 | RemoveAutoGeneratedComponents(); 58 | 59 | } 60 | 61 | // Automatically add rigidbody and box collider to object if it doesn't already have 62 | void AutoGenerateComponents() 63 | { 64 | generatedRigidbodies = new List(); 65 | generatedColliders = new List(); 66 | 67 | foreach (Transform child in transform) 68 | { 69 | if (!child.GetComponent()) 70 | { 71 | generatedRigidbodies.Add(child.gameObject.AddComponent()); 72 | } 73 | if (!child.GetComponent()) 74 | { 75 | generatedColliders.Add(child.gameObject.AddComponent()); 76 | } 77 | } 78 | } 79 | 80 | // Remove the components which were generated at start of simulation 81 | void RemoveAutoGeneratedComponents() 82 | { 83 | foreach (Rigidbody rb in generatedRigidbodies) 84 | { 85 | DestroyImmediate(rb); 86 | } 87 | foreach (Collider c in generatedColliders) 88 | { 89 | DestroyImmediate(c); 90 | } 91 | } 92 | 93 | [ContextMenu("Reset")] 94 | public void ResetAllBodies() 95 | { 96 | if (simulatedBodies != null) 97 | { 98 | foreach (SimulatedBody body in simulatedBodies) 99 | { 100 | body.Reset(); 101 | } 102 | } 103 | } 104 | 105 | struct SimulatedBody 106 | { 107 | public readonly Rigidbody rigidbody; 108 | public readonly bool isChild; 109 | readonly Vector3 originalPosition; 110 | readonly Quaternion originalRotation; 111 | readonly Transform transform; 112 | 113 | public SimulatedBody(Rigidbody rigidbody, bool isChild) 114 | { 115 | this.rigidbody = rigidbody; 116 | this.isChild = isChild; 117 | transform = rigidbody.transform; 118 | originalPosition = rigidbody.position; 119 | originalRotation = rigidbody.rotation; 120 | } 121 | 122 | public void Reset() 123 | { 124 | transform.position = originalPosition; 125 | transform.rotation = originalRotation; 126 | if (rigidbody != null) 127 | { 128 | rigidbody.velocity = Vector3.zero; 129 | rigidbody.angularVelocity = Vector3.zero; 130 | } 131 | } 132 | } 133 | } 134 | -------------------------------------------------------------------------------- /Assets/PhysicsSimulation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cb82ddf515f624a4eaf49dd1d1206326 3 | timeCreated: 1499945926 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4ff98be9ad824df49001ff963717af3 3 | timeCreated: 1499942786 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Sebastian 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Library/AnnotationManager: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Object-Placement-with-Physics/773b01ba4d203158a9589a03c968f4614a26b137/Library/AnnotationManager -------------------------------------------------------------------------------- /Library/AssetImportState: -------------------------------------------------------------------------------- 1 | 27;0;196608;0;0 -------------------------------------------------------------------------------- /Library/BuildPlayer.prefs: 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/Library/ShaderCache/2/2a494f69821bf034e9b5b33696c8c525.bin: -------------------------------------------------------------------------------- 1 | 2O _SUNDISK_SIMPLE^(#ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 _WorldSpaceLightPos0; 7 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _LightColor0; 10 | uniform float _Exposure; 11 | uniform vec3 _GroundColor; 12 | uniform vec3 _SkyTint; 13 | uniform float _AtmosphereThickness; 14 | in vec4 in_POSITION0; 15 | out vec3 vs_TEXCOORD0; 16 | out vec3 vs_TEXCOORD1; 17 | out vec3 vs_TEXCOORD2; 18 | out vec3 vs_TEXCOORD3; 19 | vec4 u_xlat0; 20 | bool u_xlatb0; 21 | vec4 u_xlat1; 22 | vec4 u_xlat2; 23 | vec3 u_xlat3; 24 | vec3 u_xlat4; 25 | vec4 u_xlat5; 26 | vec3 u_xlat6; 27 | float u_xlat7; 28 | vec3 u_xlat9; 29 | float u_xlat14; 30 | vec2 u_xlat16; 31 | float u_xlat21; 32 | float u_xlat22; 33 | float u_xlat23; 34 | void main() 35 | { 36 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 37 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 38 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 39 | u_xlat1 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 40 | u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 41 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2; 42 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2; 43 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2; 44 | u_xlat1.xyz = (-vec3(_SkyTint.x, _SkyTint.y, _SkyTint.z)) + vec3(1.0, 1.0, 1.0); 45 | u_xlat1.xyz = u_xlat1.xyz * vec3(0.300000012, 0.300000042, 0.300000012) + vec3(0.5, 0.419999987, 0.324999988); 46 | u_xlat1.xyz = u_xlat1.xyz * u_xlat1.xyz; 47 | u_xlat1.xyz = u_xlat1.xyz * u_xlat1.xyz; 48 | u_xlat1.xyz = vec3(1.0, 1.0, 1.0) / u_xlat1.xyz; 49 | u_xlat21 = log2(_AtmosphereThickness); 50 | u_xlat21 = u_xlat21 * 2.5; 51 | u_xlat21 = exp2(u_xlat21); 52 | u_xlat2.xy = vec2(u_xlat21) * vec2(0.049999997, 0.0314159282); 53 | u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz); 54 | u_xlat21 = inversesqrt(u_xlat21); 55 | u_xlat3.xyz = vec3(u_xlat21) * u_xlat0.xyz; 56 | u_xlatb0 = u_xlat3.y>=0.0; 57 | if(u_xlatb0){ 58 | u_xlat0.x = u_xlat3.y * u_xlat3.y + 0.0506249666; 59 | u_xlat0.x = sqrt(u_xlat0.x); 60 | u_xlat0.x = (-u_xlat0.y) * u_xlat21 + u_xlat0.x; 61 | u_xlat7 = (-u_xlat3.y) * 1.0 + 1.0; 62 | u_xlat14 = u_xlat7 * 5.25 + -6.80000019; 63 | u_xlat14 = u_xlat7 * u_xlat14 + 3.82999992; 64 | u_xlat14 = u_xlat7 * u_xlat14 + 0.458999991; 65 | u_xlat7 = u_xlat7 * u_xlat14 + -0.00286999997; 66 | u_xlat7 = u_xlat7 * 1.44269502; 67 | u_xlat0.y = exp2(u_xlat7); 68 | u_xlat0.xyz = u_xlat0.xyx * vec3(0.5, 0.246031836, 20.0); 69 | u_xlat4.xyz = u_xlat0.xxx * u_xlat3.xyz; 70 | u_xlat4.xyz = u_xlat4.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.0, 1.00010002, 0.0); 71 | u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz); 72 | u_xlat21 = sqrt(u_xlat21); 73 | u_xlat22 = (-u_xlat21) + 1.0; 74 | u_xlat22 = u_xlat22 * 230.831207; 75 | u_xlat22 = exp2(u_xlat22); 76 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat4.xyz); 77 | u_xlat16.x = u_xlat16.x / u_xlat21; 78 | u_xlat23 = dot(u_xlat3.xyz, u_xlat4.xyz); 79 | u_xlat21 = u_xlat23 / u_xlat21; 80 | u_xlat16.x = (-u_xlat16.x) + 1.0; 81 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 82 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 83 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 84 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 85 | u_xlat16.x = u_xlat16.x * 1.44269502; 86 | u_xlat16.x = exp2(u_xlat16.x); 87 | u_xlat21 = (-u_xlat21) + 1.0; 88 | u_xlat23 = u_xlat21 * 5.25 + -6.80000019; 89 | u_xlat23 = u_xlat21 * u_xlat23 + 3.82999992; 90 | u_xlat23 = u_xlat21 * u_xlat23 + 0.458999991; 91 | u_xlat21 = u_xlat21 * u_xlat23 + -0.00286999997; 92 | u_xlat21 = u_xlat21 * 1.44269502; 93 | u_xlat21 = exp2(u_xlat21); 94 | u_xlat21 = u_xlat21 * 0.25; 95 | u_xlat21 = u_xlat16.x * 0.25 + (-u_xlat21); 96 | u_xlat21 = u_xlat22 * u_xlat21 + u_xlat0.y; 97 | u_xlat21 = max(u_xlat21, 0.0); 98 | u_xlat21 = min(u_xlat21, 50.0); 99 | u_xlat5.xyz = u_xlat1.xyz * u_xlat2.yyy + vec3(0.0125663709, 0.0125663709, 0.0125663709); 100 | u_xlat6.xyz = (-vec3(u_xlat21)) * u_xlat5.xyz; 101 | u_xlat6.xyz = u_xlat6.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 102 | u_xlat6.xyz = exp2(u_xlat6.xyz); 103 | u_xlat21 = u_xlat0.z * u_xlat22; 104 | u_xlat4.xyz = u_xlat3.xyz * u_xlat0.xxx + u_xlat4.xyz; 105 | u_xlat0.x = dot(u_xlat4.xyz, u_xlat4.xyz); 106 | u_xlat0.x = sqrt(u_xlat0.x); 107 | u_xlat22 = (-u_xlat0.x) + 1.0; 108 | u_xlat22 = u_xlat22 * 230.831207; 109 | u_xlat22 = exp2(u_xlat22); 110 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat4.xyz); 111 | u_xlat16.x = u_xlat16.x / u_xlat0.x; 112 | u_xlat23 = dot(u_xlat3.xyz, u_xlat4.xyz); 113 | u_xlat0.x = u_xlat23 / u_xlat0.x; 114 | u_xlat16.x = (-u_xlat16.x) + 1.0; 115 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 116 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 117 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 118 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 119 | u_xlat16.x = u_xlat16.x * 1.44269502; 120 | u_xlat16.x = exp2(u_xlat16.x); 121 | u_xlat0.x = (-u_xlat0.x) + 1.0; 122 | u_xlat23 = u_xlat0.x * 5.25 + -6.80000019; 123 | u_xlat23 = u_xlat0.x * u_xlat23 + 3.82999992; 124 | u_xlat23 = u_xlat0.x * u_xlat23 + 0.458999991; 125 | u_xlat0.x = u_xlat0.x * u_xlat23 + -0.00286999997; 126 | u_xlat0.x = u_xlat0.x * 1.44269502; 127 | u_xlat0.x = exp2(u_xlat0.x); 128 | u_xlat0.x = u_xlat0.x * 0.25; 129 | u_xlat0.x = u_xlat16.x * 0.25 + (-u_xlat0.x); 130 | u_xlat0.x = u_xlat22 * u_xlat0.x + u_xlat0.y; 131 | u_xlat0.x = max(u_xlat0.x, 0.0); 132 | u_xlat0.x = min(u_xlat0.x, 50.0); 133 | u_xlat4.xyz = u_xlat5.xyz * (-u_xlat0.xxx); 134 | u_xlat4.xyz = u_xlat4.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 135 | u_xlat4.xyz = exp2(u_xlat4.xyz); 136 | u_xlat0.x = u_xlat0.z * u_xlat22; 137 | u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz; 138 | u_xlat0.xyz = u_xlat6.xyz * vec3(u_xlat21) + u_xlat0.xyz; 139 | u_xlat4.xyz = u_xlat1.xyz * u_xlat2.xxx; 140 | u_xlat4.xyz = u_xlat0.xyz * u_xlat4.xyz; 141 | u_xlat0.xyz = u_xlat0.xyz * vec3(0.0199999996, 0.0199999996, 0.0199999996); 142 | } else { 143 | u_xlat21 = min(u_xlat3.y, -0.00100000005); 144 | u_xlat21 = -9.99999975e-05 / u_xlat21; 145 | u_xlat5.xyz = vec3(u_xlat21) * u_xlat3.xyz + vec3(0.0, 1.00010002, 0.0); 146 | u_xlat22 = dot((-u_xlat3.xyz), u_xlat5.xyz); 147 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat5.xyz); 148 | u_xlat22 = (-u_xlat22) + 1.0; 149 | u_xlat23 = u_xlat22 * 5.25 + -6.80000019; 150 | u_xlat23 = u_xlat22 * u_xlat23 + 3.82999992; 151 | u_xlat23 = u_xlat22 * u_xlat23 + 0.458999991; 152 | u_xlat22 = u_xlat22 * u_xlat23 + -0.00286999997; 153 | u_xlat22 = u_xlat22 * 1.44269502; 154 | u_xlat22 = exp2(u_xlat22); 155 | u_xlat16.x = (-u_xlat16.x) + 1.0; 156 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 157 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 158 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 159 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 160 | u_xlat16.x = u_xlat16.x * 1.44269502; 161 | u_xlat16.x = exp2(u_xlat16.x); 162 | u_xlat5.xy = vec2(u_xlat22) * vec2(0.25, 0.249900013); 163 | u_xlat22 = u_xlat16.x * 0.25 + u_xlat5.x; 164 | u_xlat16.xy = vec2(u_xlat21) * vec2(0.5, 20.0); 165 | u_xlat5.xzw = u_xlat16.xxx * u_xlat3.xyz; 166 | u_xlat5.xzw = u_xlat5.xzw * vec3(0.5, 0.5, 0.5) + vec3(0.0, 1.00010002, 0.0); 167 | u_xlat21 = dot(u_xlat5.xzw, u_xlat5.xzw); 168 | u_xlat21 = sqrt(u_xlat21); 169 | u_xlat21 = (-u_xlat21) + 1.0; 170 | u_xlat21 = u_xlat21 * 230.831207; 171 | u_xlat21 = exp2(u_xlat21); 172 | u_xlat22 = u_xlat21 * u_xlat22 + (-u_xlat5.y); 173 | u_xlat22 = max(u_xlat22, 0.0); 174 | u_xlat22 = min(u_xlat22, 50.0); 175 | u_xlat5.xyz = u_xlat1.xyz * u_xlat2.yyy + vec3(0.0125663709, 0.0125663709, 0.0125663709); 176 | u_xlat5.xyz = (-vec3(u_xlat22)) * u_xlat5.xyz; 177 | u_xlat5.xyz = u_xlat5.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 178 | u_xlat0.xyz = exp2(u_xlat5.xyz); 179 | u_xlat21 = u_xlat16.y * u_xlat21; 180 | u_xlat9.xyz = vec3(u_xlat21) * u_xlat0.xyz; 181 | u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx + vec3(0.0199999996, 0.0199999996, 0.0199999996); 182 | u_xlat4.xyz = u_xlat1.xyz * u_xlat9.xyz; 183 | //ENDIF 184 | } 185 | u_xlat1.xyz = vec3(_GroundColor.x, _GroundColor.y, _GroundColor.z) * vec3(_GroundColor.x, _GroundColor.y, _GroundColor.z); 186 | u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat4.xyz; 187 | vs_TEXCOORD1.xyz = u_xlat1.xyz * vec3(_Exposure); 188 | u_xlat21 = dot(_WorldSpaceLightPos0.xyz, (-u_xlat3.xyz)); 189 | u_xlat21 = u_xlat21 * u_xlat21; 190 | u_xlat21 = u_xlat21 * 0.75 + 0.75; 191 | u_xlat1.xyz = vec3(u_xlat21) * u_xlat4.xyz; 192 | vs_TEXCOORD2.xyz = u_xlat1.xyz * vec3(_Exposure); 193 | u_xlat0.xyz = u_xlat0.xyz * _LightColor0.xyz; 194 | vs_TEXCOORD3.xyz = u_xlat0.xyz * vec3(_Exposure); 195 | vs_TEXCOORD0.xyz = (-u_xlat3.xyz); 196 | return; 197 | } 198 | 199 | #endif 200 | #ifdef FRAGMENT 201 | #version 150 202 | #extension GL_ARB_explicit_attrib_location : require 203 | #extension GL_ARB_shader_bit_encoding : enable 204 | 205 | uniform vec4 _WorldSpaceLightPos0; 206 | uniform float _SunSize; 207 | in vec3 vs_TEXCOORD0; 208 | in vec3 vs_TEXCOORD1; 209 | in vec3 vs_TEXCOORD2; 210 | in vec3 vs_TEXCOORD3; 211 | layout(location = 0) out vec4 SV_Target0; 212 | vec3 u_xlat0; 213 | bool u_xlatb0; 214 | vec3 u_xlat1; 215 | vec3 u_xlat2; 216 | void main() 217 | { 218 | u_xlat0.xyz = vs_TEXCOORD0.xyz + _WorldSpaceLightPos0.xyz; 219 | u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); 220 | u_xlat0.x = sqrt(u_xlat0.x); 221 | u_xlat2.x = float(1.0) / _SunSize; 222 | u_xlat0.x = u_xlat2.x * u_xlat0.x; 223 | u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); 224 | u_xlat2.x = u_xlat0.x * -2.0 + 3.0; 225 | u_xlat0.x = u_xlat0.x * u_xlat0.x; 226 | u_xlat0.x = (-u_xlat2.x) * u_xlat0.x + 1.0; 227 | u_xlat0.x = u_xlat0.x * u_xlat0.x; 228 | u_xlat0.x = u_xlat0.x * 8000.0; 229 | u_xlat2.x = vs_TEXCOORD0.y * 50.0; 230 | u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0); 231 | u_xlat1.xyz = vs_TEXCOORD1.xyz + (-vs_TEXCOORD2.xyz); 232 | u_xlat2.xyz = u_xlat2.xxx * u_xlat1.xyz + vs_TEXCOORD2.xyz; 233 | u_xlat1.xyz = u_xlat0.xxx * vs_TEXCOORD3.xyz + u_xlat2.xyz; 234 | u_xlatb0 = vs_TEXCOORD0.y<0.0; 235 | u_xlat0.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : u_xlat2.xyz; 236 | SV_Target0.xyz = sqrt(u_xlat0.xyz); 237 | SV_Target0.w = 1.0; 238 | return; 239 | } 240 | 241 | #endif 242 |  -------------------------------------------------------------------------------- /Library/ShaderCache/2/2bd597f19de1b78c3cdfad54681f59cb.bin: -------------------------------------------------------------------------------- 1 | 2O  SHADOWS_DEPTH 2 | #ifdef VERTEX 3 | #version 150 4 | #extension GL_ARB_explicit_attrib_location : require 5 | #extension GL_ARB_shader_bit_encoding : enable 6 | 7 | uniform vec4 _WorldSpaceLightPos0; 8 | uniform vec4 unity_LightShadowBias; 9 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 10 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; 11 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 12 | in vec4 in_POSITION0; 13 | in vec3 in_NORMAL0; 14 | vec4 u_xlat0; 15 | vec4 u_xlat1; 16 | vec4 u_xlat2; 17 | float u_xlat6; 18 | float u_xlat9; 19 | bool u_xlatb9; 20 | void main() 21 | { 22 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); 23 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); 24 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); 25 | u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz); 26 | u_xlat9 = inversesqrt(u_xlat9); 27 | u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz; 28 | u_xlat1 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 29 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1; 30 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; 31 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1; 32 | u_xlat2.xyz = (-u_xlat1.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; 33 | u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz); 34 | u_xlat9 = inversesqrt(u_xlat9); 35 | u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz; 36 | u_xlat9 = dot(u_xlat0.xyz, u_xlat2.xyz); 37 | u_xlat9 = (-u_xlat9) * u_xlat9 + 1.0; 38 | u_xlat9 = sqrt(u_xlat9); 39 | u_xlat9 = u_xlat9 * unity_LightShadowBias.z; 40 | u_xlat0.xyz = (-u_xlat0.xyz) * vec3(u_xlat9) + u_xlat1.xyz; 41 | u_xlatb9 = unity_LightShadowBias.z!=0.0; 42 | u_xlat0.xyz = (bool(u_xlatb9)) ? u_xlat0.xyz : u_xlat1.xyz; 43 | u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 44 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2; 45 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2; 46 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0; 47 | u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w; 48 | u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0); 49 | u_xlat6 = u_xlat0.z + u_xlat1.x; 50 | u_xlat1.x = max((-u_xlat0.w), u_xlat6); 51 | gl_Position.xyw = u_xlat0.xyw; 52 | u_xlat0.x = (-u_xlat6) + u_xlat1.x; 53 | gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6; 54 | return; 55 | } 56 | 57 | #endif 58 | #ifdef FRAGMENT 59 | #version 150 60 | #extension GL_ARB_explicit_attrib_location : require 61 | #extension GL_ARB_shader_bit_encoding : enable 62 | 63 | layout(location = 0) out vec4 SV_Target0; 64 | void main() 65 | { 66 | SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0); 67 | return; 68 | } 69 | 70 | #endif 71 |  -------------------------------------------------------------------------------- /Library/ShaderCache/3/3fd92b679f2abe7b9caa01eb07818074.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Object-Placement-with-Physics/773b01ba4d203158a9589a03c968f4614a26b137/Library/ShaderCache/3/3fd92b679f2abe7b9caa01eb07818074.bin -------------------------------------------------------------------------------- /Library/ShaderCache/4/42301ec9c3db75189eb9f8ae085d940c.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/4/49208fd90cb7251b342cfdf165590a25.bin: -------------------------------------------------------------------------------- 1 | 2O ^ #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _MainTex_ST; 10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; 11 | in vec4 in_POSITION0; 12 | in vec4 in_COLOR0; 13 | in vec2 in_TEXCOORD0; 14 | out vec4 vs_COLOR0; 15 | out vec2 vs_TEXCOORD0; 16 | out vec2 vs_TEXCOORD1; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec2 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | vs_COLOR0 = in_COLOR0; 31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; 32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; 33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; 34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; 35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; 36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; 37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; 38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 39 | return; 40 | } 41 | 42 | #endif 43 | #ifdef FRAGMENT 44 | #version 150 45 | #extension GL_ARB_explicit_attrib_location : require 46 | #extension GL_ARB_shader_bit_encoding : enable 47 | 48 | uniform sampler2D _MainTex; 49 | uniform sampler2D _GUIClipTexture; 50 | in vec4 vs_COLOR0; 51 | in vec2 vs_TEXCOORD0; 52 | in vec2 vs_TEXCOORD1; 53 | layout(location = 0) out vec4 SV_Target0; 54 | vec4 u_xlat10_0; 55 | vec4 u_xlat1; 56 | vec4 u_xlat10_1; 57 | void main() 58 | { 59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy); 60 | u_xlat10_1 = texture(_MainTex, vs_TEXCOORD0.xy); 61 | u_xlat1 = u_xlat10_1 * vs_COLOR0; 62 | SV_Target0.w = u_xlat10_0.w * u_xlat1.w; 63 | SV_Target0.xyz = u_xlat1.xyz; 64 | return; 65 | } 66 | 67 | #endif 68 |  -------------------------------------------------------------------------------- /Library/ShaderCache/5/519778d7ceadd237043ff5ee28a10cfe.bin: -------------------------------------------------------------------------------- 1 | 2O _SUNDISK_SIMPLE -------------------------------------------------------------------------------- /Library/ShaderCache/5/528296d3b234247c1019c095c360af17.bin: -------------------------------------------------------------------------------- 1 | 2O SHADOWS_SPLIT_SPHERESz0#ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 _ProjectionParams; 7 | uniform vec4 hlslcc_mtx4x4unity_CameraInvProjection[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 9 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 10 | in vec4 in_POSITION0; 11 | in vec2 in_TEXCOORD0; 12 | in vec3 in_TEXCOORD1; 13 | out vec4 vs_TEXCOORD0; 14 | out vec3 vs_TEXCOORD1; 15 | out vec3 vs_TEXCOORD2; 16 | out vec3 vs_TEXCOORD3; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec3 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | gl_Position = u_xlat0; 31 | u_xlat0.y = u_xlat0.y * _ProjectionParams.x; 32 | u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5); 33 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_CameraInvProjection[1].xyz; 34 | u_xlat0.xyz = hlslcc_mtx4x4unity_CameraInvProjection[0].xyz * u_xlat0.xxx + u_xlat2.xyz; 35 | vs_TEXCOORD0.zw = u_xlat1.zz + u_xlat1.xw; 36 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy; 37 | vs_TEXCOORD1.xyz = in_TEXCOORD1.xyz; 38 | u_xlat1.xyz = u_xlat0.xyz + (-hlslcc_mtx4x4unity_CameraInvProjection[2].xyz); 39 | u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_CameraInvProjection[2].xyz; 40 | u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_CameraInvProjection[3].xyz; 41 | u_xlat1.xyz = u_xlat1.xyz + hlslcc_mtx4x4unity_CameraInvProjection[3].xyz; 42 | u_xlat1.w = (-u_xlat1.z); 43 | vs_TEXCOORD2.xyz = u_xlat1.xyw; 44 | u_xlat0.w = (-u_xlat0.z); 45 | vs_TEXCOORD3.xyz = u_xlat0.xyw; 46 | return; 47 | } 48 | 49 | #endif 50 | #ifdef FRAGMENT 51 | #version 150 52 | #extension GL_ARB_explicit_attrib_location : require 53 | #extension GL_ARB_shader_bit_encoding : enable 54 | 55 | uniform vec4 _ZBufferParams; 56 | uniform vec4 unity_OrthoParams; 57 | uniform vec4 hlslcc_mtx4x4unity_CameraToWorld[4]; 58 | uniform vec4 unity_ShadowSplitSpheres[4]; 59 | uniform vec4 unity_ShadowSplitSqRadii; 60 | uniform vec4 hlslcc_mtx4x4unity_WorldToShadow[16]; 61 | uniform vec4 _LightShadowData; 62 | uniform vec4 _ShadowMapTexture_TexelSize; 63 | uniform sampler2D _CameraDepthTexture; 64 | uniform sampler2DShadow hlslcc_zcmp_ShadowMapTexture; 65 | uniform sampler2D _ShadowMapTexture; 66 | in vec4 vs_TEXCOORD0; 67 | in vec3 vs_TEXCOORD1; 68 | in vec3 vs_TEXCOORD2; 69 | in vec3 vs_TEXCOORD3; 70 | layout(location = 0) out vec4 SV_Target0; 71 | vec4 u_xlat0; 72 | vec4 u_xlat10_0; 73 | vec4 u_xlat1; 74 | float u_xlat10_1; 75 | bvec4 u_xlatb1; 76 | vec4 u_xlat2; 77 | vec4 u_xlat3; 78 | vec4 u_xlat4; 79 | vec4 u_xlat5; 80 | vec4 u_xlat6; 81 | vec4 u_xlat7; 82 | vec3 u_xlat8; 83 | float u_xlat10_8; 84 | vec3 u_xlat9; 85 | float u_xlat16; 86 | float u_xlat10_16; 87 | vec2 u_xlat17; 88 | float u_xlat10_17; 89 | float u_xlat10_24; 90 | void main() 91 | { 92 | u_xlat10_0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy); 93 | u_xlat8.x = _ZBufferParams.x * u_xlat10_0.x + _ZBufferParams.y; 94 | u_xlat8.x = float(1.0) / u_xlat8.x; 95 | u_xlat16 = (-u_xlat8.x) + u_xlat10_0.x; 96 | u_xlat8.x = unity_OrthoParams.w * u_xlat16 + u_xlat8.x; 97 | u_xlat1.xyz = (-vs_TEXCOORD2.xyz) + vs_TEXCOORD3.xyz; 98 | u_xlat0.xzw = u_xlat10_0.xxx * u_xlat1.xyz + vs_TEXCOORD2.xyz; 99 | u_xlat0.xzw = (-vs_TEXCOORD1.xyz) * u_xlat8.xxx + u_xlat0.xzw; 100 | u_xlat1.xyz = u_xlat8.xxx * vs_TEXCOORD1.xyz; 101 | u_xlat0.xyz = unity_OrthoParams.www * u_xlat0.xzw + u_xlat1.xyz; 102 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_CameraToWorld[1]; 103 | u_xlat1 = hlslcc_mtx4x4unity_CameraToWorld[0] * u_xlat0.xxxx + u_xlat1; 104 | u_xlat0 = hlslcc_mtx4x4unity_CameraToWorld[2] * u_xlat0.zzzz + u_xlat1; 105 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_CameraToWorld[3]; 106 | u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[0].xyz); 107 | u_xlat1.x = dot(u_xlat1.xyz, u_xlat1.xyz); 108 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[1].xyz); 109 | u_xlat1.y = dot(u_xlat2.xyz, u_xlat2.xyz); 110 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[2].xyz); 111 | u_xlat1.z = dot(u_xlat2.xyz, u_xlat2.xyz); 112 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[3].xyz); 113 | u_xlat1.w = dot(u_xlat2.xyz, u_xlat2.xyz); 114 | u_xlatb1 = lessThan(u_xlat1, unity_ShadowSplitSqRadii); 115 | u_xlat2.x = (u_xlatb1.x) ? float(-1.0) : float(-0.0); 116 | u_xlat2.y = (u_xlatb1.y) ? float(-1.0) : float(-0.0); 117 | u_xlat2.z = (u_xlatb1.z) ? float(-1.0) : float(-0.0); 118 | u_xlat1 = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(u_xlatb1)); 119 | u_xlat9.xyz = u_xlat2.xyz + u_xlat1.yzw; 120 | u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0)); 121 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[5].xyz; 122 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[4].xyz * u_xlat0.xxx + u_xlat2.xyz; 123 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[6].xyz * u_xlat0.zzz + u_xlat2.xyz; 124 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[7].xyz * u_xlat0.www + u_xlat2.xyz; 125 | u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz; 126 | u_xlat3.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[1].xyz; 127 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[0].xyz * u_xlat0.xxx + u_xlat3.xyz; 128 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[2].xyz * u_xlat0.zzz + u_xlat3.xyz; 129 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[3].xyz * u_xlat0.www + u_xlat3.xyz; 130 | u_xlat2.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat2.xyz; 131 | u_xlat3.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[9].xyz; 132 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[8].xyz * u_xlat0.xxx + u_xlat3.xyz; 133 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[10].xyz * u_xlat0.zzz + u_xlat3.xyz; 134 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[11].xyz * u_xlat0.www + u_xlat3.xyz; 135 | u_xlat1.xyz = u_xlat3.xyz * u_xlat9.yyy + u_xlat2.xyz; 136 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[13].xyz; 137 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[12].xyz * u_xlat0.xxx + u_xlat2.xyz; 138 | u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToShadow[14].xyz * u_xlat0.zzz + u_xlat2.xyz; 139 | u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToShadow[15].xyz * u_xlat0.www + u_xlat0.xyz; 140 | u_xlat0.xyz = u_xlat0.xyz * u_xlat9.zzz + u_xlat1.xyz; 141 | u_xlat1.xy = u_xlat0.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5); 142 | u_xlat1.xy = floor(u_xlat1.xy); 143 | u_xlat0.xy = u_xlat0.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat1.xy); 144 | u_xlat17.xy = (-u_xlat0.xy) + vec2(1.0, 1.0); 145 | u_xlat2.xy = min(u_xlat0.xy, vec2(0.0, 0.0)); 146 | u_xlat17.xy = (-u_xlat2.xy) * u_xlat2.xy + u_xlat17.xy; 147 | u_xlat17.xy = u_xlat17.xy + vec2(2.0, 2.0); 148 | u_xlat2.xy = u_xlat17.xy * vec2(0.0816320032, 0.0816320032); 149 | u_xlat3.y = u_xlat2.x; 150 | u_xlat17.xy = max(u_xlat0.xy, vec2(0.0, 0.0)); 151 | u_xlat4 = u_xlat0.xxyy + vec4(0.5, 1.0, 0.5, 1.0); 152 | u_xlat17.xy = (-u_xlat17.xy) * u_xlat17.xy + u_xlat4.yw; 153 | u_xlat4 = u_xlat4.xxzz * u_xlat4.xxzz; 154 | u_xlat17.xy = u_xlat17.xy + vec2(2.0, 2.0); 155 | u_xlat5.z = u_xlat17.x * 0.0816320032; 156 | u_xlat6.z = u_xlat17.y * 0.0816320032; 157 | u_xlat17.xy = u_xlat4.xz * vec2(0.5, 0.5) + (-u_xlat0.xy); 158 | u_xlat4.xy = u_xlat4.yw * vec2(0.0408160016, 0.0408160016); 159 | u_xlat6.xy = u_xlat17.yx * vec2(0.0816320032, 0.0816320032); 160 | u_xlat5.x = u_xlat6.y; 161 | u_xlat5.yw = u_xlat0.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); 162 | u_xlat3.xz = u_xlat0.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); 163 | u_xlat3.w = u_xlat4.x; 164 | u_xlat2.w = u_xlat4.y; 165 | u_xlat4 = u_xlat3 + u_xlat5; 166 | u_xlat3 = u_xlat3 / u_xlat4; 167 | u_xlat3 = u_xlat3 + vec4(-3.5, -1.5, 0.5, 2.5); 168 | u_xlat3 = u_xlat3.wxyz * _ShadowMapTexture_TexelSize.xxxx; 169 | u_xlat5.xzw = u_xlat3.yzw; 170 | u_xlat6.yw = u_xlat0.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); 171 | u_xlat2.xz = u_xlat0.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); 172 | u_xlat6 = u_xlat2 + u_xlat6; 173 | u_xlat2 = u_xlat2 / u_xlat6; 174 | u_xlat2 = u_xlat2 + vec4(-3.5, -1.5, 0.5, 2.5); 175 | u_xlat2 = u_xlat2.xwyz * _ShadowMapTexture_TexelSize.yyyy; 176 | u_xlat5.y = u_xlat2.x; 177 | u_xlat7 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat5.xyzy; 178 | vec3 txVec0 = vec3(u_xlat7.xy,u_xlat0.z); 179 | u_xlat10_0.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0); 180 | vec3 txVec1 = vec3(u_xlat7.zw,u_xlat0.z); 181 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0); 182 | u_xlat7 = u_xlat4 * u_xlat6.xxxx; 183 | u_xlat8.x = u_xlat10_8 * u_xlat7.y; 184 | u_xlat0.x = u_xlat7.x * u_xlat10_0.x + u_xlat8.x; 185 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat5.wy; 186 | u_xlat3.y = u_xlat5.y; 187 | u_xlat17.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xy; 188 | vec3 txVec2 = vec3(u_xlat17.xy,u_xlat0.z); 189 | u_xlat10_17 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0); 190 | vec3 txVec3 = vec3(u_xlat8.xz,u_xlat0.z); 191 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0); 192 | u_xlat0.x = u_xlat7.z * u_xlat10_8 + u_xlat0.x; 193 | u_xlat0.x = u_xlat7.w * u_xlat10_17 + u_xlat0.x; 194 | u_xlat5.y = u_xlat2.z; 195 | u_xlat7 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat5.xyzy; 196 | vec3 txVec4 = vec3(u_xlat7.xy,u_xlat0.z); 197 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec4, 0.0); 198 | vec3 txVec5 = vec3(u_xlat7.zw,u_xlat0.z); 199 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec5, 0.0); 200 | u_xlat7 = u_xlat4 * u_xlat6.yyyy; 201 | u_xlat0.x = u_xlat7.x * u_xlat10_8 + u_xlat0.x; 202 | u_xlat0.x = u_xlat7.y * u_xlat10_24 + u_xlat0.x; 203 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat5.wy; 204 | u_xlat3.z = u_xlat5.y; 205 | u_xlat17.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xz; 206 | vec3 txVec6 = vec3(u_xlat17.xy,u_xlat0.z); 207 | u_xlat10_17 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec6, 0.0); 208 | vec3 txVec7 = vec3(u_xlat8.xz,u_xlat0.z); 209 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec7, 0.0); 210 | u_xlat0.x = u_xlat7.z * u_xlat10_8 + u_xlat0.x; 211 | u_xlat0.x = u_xlat7.w * u_xlat10_17 + u_xlat0.x; 212 | u_xlat5.y = u_xlat2.w; 213 | u_xlat7 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat5.xyzy; 214 | vec3 txVec8 = vec3(u_xlat7.xy,u_xlat0.z); 215 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec8, 0.0); 216 | vec3 txVec9 = vec3(u_xlat7.zw,u_xlat0.z); 217 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec9, 0.0); 218 | u_xlat7 = u_xlat4 * u_xlat6.zzzz; 219 | u_xlat4 = u_xlat4 * u_xlat6.wwww; 220 | u_xlat0.x = u_xlat7.x * u_xlat10_8 + u_xlat0.x; 221 | u_xlat0.x = u_xlat7.y * u_xlat10_24 + u_xlat0.x; 222 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat5.wy; 223 | u_xlat2.xzw = u_xlat5.xzw; 224 | u_xlat3.w = u_xlat5.y; 225 | u_xlat17.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xw; 226 | vec3 txVec10 = vec3(u_xlat17.xy,u_xlat0.z); 227 | u_xlat10_17 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec10, 0.0); 228 | vec3 txVec11 = vec3(u_xlat8.xz,u_xlat0.z); 229 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec11, 0.0); 230 | u_xlat0.x = u_xlat7.z * u_xlat10_8 + u_xlat0.x; 231 | u_xlat0.x = u_xlat7.w * u_xlat10_17 + u_xlat0.x; 232 | u_xlat5 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat2.xyzy; 233 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat2.wy; 234 | u_xlat3.y = u_xlat2.y; 235 | u_xlat1.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xy; 236 | vec3 txVec12 = vec3(u_xlat1.xy,u_xlat0.z); 237 | u_xlat10_1 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec12, 0.0); 238 | vec3 txVec13 = vec3(u_xlat8.xz,u_xlat0.z); 239 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec13, 0.0); 240 | vec3 txVec14 = vec3(u_xlat5.xy,u_xlat0.z); 241 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec14, 0.0); 242 | vec3 txVec15 = vec3(u_xlat5.zw,u_xlat0.z); 243 | u_xlat10_16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec15, 0.0); 244 | u_xlat0.x = u_xlat4.x * u_xlat10_24 + u_xlat0.x; 245 | u_xlat0.x = u_xlat4.y * u_xlat10_16 + u_xlat0.x; 246 | u_xlat0.x = u_xlat4.z * u_xlat10_8 + u_xlat0.x; 247 | u_xlat0.x = u_xlat4.w * u_xlat10_1 + u_xlat0.x; 248 | u_xlat8.x = (-_LightShadowData.x) + 1.0; 249 | SV_Target0 = u_xlat0.xxxx * u_xlat8.xxxx + _LightShadowData.xxxx; 250 | return; 251 | } 252 | 253 | #endif 254 |  -------------------------------------------------------------------------------- /Library/ShaderCache/5/5e2164a7265fe7f7b90d613803212b1a.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Object-Placement-with-Physics/773b01ba4d203158a9589a03c968f4614a26b137/Library/ShaderCache/5/5e2164a7265fe7f7b90d613803212b1a.bin -------------------------------------------------------------------------------- /Library/ShaderCache/6/60099c37d5b2a0a2a3f396223f73c92e.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONAL -------------------------------------------------------------------------------- /Library/ShaderCache/6/636357e4eb7f15772a9344e72d40cc17.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONAL~ #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec3 _WorldSpaceCameraPos; 7 | uniform vec4 _WorldSpaceLightPos0; 8 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 9 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; 10 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 11 | uniform vec4 _MainTex_ST; 12 | uniform vec4 _DetailAlbedoMap_ST; 13 | uniform float _UVSec; 14 | in vec4 in_POSITION0; 15 | in vec3 in_NORMAL0; 16 | in vec2 in_TEXCOORD0; 17 | in vec2 in_TEXCOORD1; 18 | out vec4 vs_TEXCOORD0; 19 | out vec3 vs_TEXCOORD1; 20 | out vec4 vs_TEXCOORD2; 21 | out vec4 vs_TEXCOORD3; 22 | out vec4 vs_TEXCOORD4; 23 | out vec3 vs_TEXCOORD5; 24 | out vec2 vs_TEXCOORD6; 25 | vec4 u_xlat0; 26 | bool u_xlatb0; 27 | vec4 u_xlat1; 28 | float u_xlat6; 29 | void main() 30 | { 31 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 32 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 33 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 34 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 35 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 36 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 37 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 38 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 39 | u_xlatb0 = _UVSec==0.0; 40 | u_xlat0.xy = (bool(u_xlatb0)) ? in_TEXCOORD0.xy : in_TEXCOORD1.xy; 41 | vs_TEXCOORD0.zw = u_xlat0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; 42 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 43 | u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; 44 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; 45 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz; 46 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; 47 | vs_TEXCOORD1.xyz = u_xlat0.xyz + (-_WorldSpaceCameraPos.xyz); 48 | u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; 49 | vs_TEXCOORD5.xyz = u_xlat0.xyz; 50 | u_xlat1.w = 0.0; 51 | vs_TEXCOORD2 = u_xlat1.wwwx; 52 | vs_TEXCOORD3 = u_xlat1.wwwy; 53 | vs_TEXCOORD4.w = u_xlat1.z; 54 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); 55 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); 56 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); 57 | u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz); 58 | u_xlat6 = inversesqrt(u_xlat6); 59 | vs_TEXCOORD4.xyz = vec3(u_xlat6) * u_xlat0.xyz; 60 | vs_TEXCOORD6.xy = vec2(0.0, 0.0); 61 | return; 62 | } 63 | 64 | #endif 65 | #ifdef FRAGMENT 66 | #version 150 67 | #extension GL_ARB_explicit_attrib_location : require 68 | #extension GL_ARB_shader_bit_encoding : enable 69 | 70 | uniform vec4 unity_OcclusionMaskSelector; 71 | uniform vec4 unity_ProbeVolumeParams; 72 | uniform vec4 hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[4]; 73 | uniform vec3 unity_ProbeVolumeSizeInv; 74 | uniform vec3 unity_ProbeVolumeMin; 75 | uniform vec4 _LightColor0; 76 | uniform vec4 _Color; 77 | uniform float _Metallic; 78 | uniform float _Glossiness; 79 | uniform sampler2D _MainTex; 80 | uniform sampler3D unity_ProbeVolumeSH; 81 | in vec4 vs_TEXCOORD0; 82 | in vec3 vs_TEXCOORD1; 83 | in vec4 vs_TEXCOORD2; 84 | in vec4 vs_TEXCOORD3; 85 | in vec4 vs_TEXCOORD4; 86 | in vec3 vs_TEXCOORD5; 87 | layout(location = 0) out vec4 SV_Target0; 88 | vec3 u_xlat0; 89 | vec4 u_xlat10_0; 90 | vec3 u_xlat1; 91 | vec4 u_xlat2; 92 | vec3 u_xlat3; 93 | vec4 u_xlat4; 94 | vec3 u_xlat5; 95 | vec3 u_xlat6; 96 | float u_xlat9; 97 | float u_xlat10; 98 | float u_xlat16; 99 | float u_xlat17; 100 | float u_xlat21; 101 | float u_xlat22; 102 | bool u_xlatb22; 103 | float u_xlat23; 104 | void main() 105 | { 106 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 107 | u_xlat1.xyz = u_xlat10_0.xyz * _Color.xyz; 108 | u_xlat0.xyz = _Color.xyz * u_xlat10_0.xyz + vec3(-0.220916301, -0.220916301, -0.220916301); 109 | u_xlat0.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat0.xyz + vec3(0.220916301, 0.220916301, 0.220916301); 110 | u_xlat21 = (-_Metallic) * 0.779083729 + 0.779083729; 111 | u_xlat1.xyz = vec3(u_xlat21) * u_xlat1.xyz; 112 | u_xlat21 = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz); 113 | u_xlat21 = inversesqrt(u_xlat21); 114 | u_xlat2.xyz = vec3(u_xlat21) * vs_TEXCOORD4.xyz; 115 | u_xlat21 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz); 116 | u_xlat21 = inversesqrt(u_xlat21); 117 | u_xlat3.xyz = vec3(u_xlat21) * vs_TEXCOORD1.xyz; 118 | u_xlatb22 = unity_ProbeVolumeParams.x==1.0; 119 | if(u_xlatb22){ 120 | u_xlatb22 = unity_ProbeVolumeParams.y==1.0; 121 | u_xlat4.xyz = vs_TEXCOORD5.yyy * hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[1].xyz; 122 | u_xlat4.xyz = hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat4.xyz; 123 | u_xlat4.xyz = hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat4.xyz; 124 | u_xlat4.xyz = u_xlat4.xyz + hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[3].xyz; 125 | u_xlat4.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : vs_TEXCOORD5.xyz; 126 | u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz); 127 | u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz; 128 | u_xlat22 = u_xlat4.y * 0.25 + 0.75; 129 | u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75; 130 | u_xlat4.x = max(u_xlat22, u_xlat23); 131 | u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw); 132 | } else { 133 | u_xlat4.x = float(1.0); 134 | u_xlat4.y = float(1.0); 135 | u_xlat4.z = float(1.0); 136 | u_xlat4.w = float(1.0); 137 | //ENDIF 138 | } 139 | u_xlat22 = dot(u_xlat4, unity_OcclusionMaskSelector); 140 | u_xlat22 = clamp(u_xlat22, 0.0, 1.0); 141 | u_xlat4.xyz = vec3(u_xlat22) * _LightColor0.xyz; 142 | u_xlat22 = (-_Glossiness) + 1.0; 143 | u_xlat5.x = vs_TEXCOORD2.w; 144 | u_xlat5.y = vs_TEXCOORD3.w; 145 | u_xlat5.z = vs_TEXCOORD4.w; 146 | u_xlat6.xyz = (-vs_TEXCOORD1.xyz) * vec3(u_xlat21) + u_xlat5.xyz; 147 | u_xlat21 = dot(u_xlat6.xyz, u_xlat6.xyz); 148 | u_xlat21 = max(u_xlat21, 0.00100000005); 149 | u_xlat21 = inversesqrt(u_xlat21); 150 | u_xlat6.xyz = vec3(u_xlat21) * u_xlat6.xyz; 151 | u_xlat21 = dot(u_xlat2.xyz, (-u_xlat3.xyz)); 152 | u_xlat23 = dot(u_xlat2.xyz, u_xlat5.xyz); 153 | u_xlat23 = clamp(u_xlat23, 0.0, 1.0); 154 | u_xlat2.x = dot(u_xlat2.xyz, u_xlat6.xyz); 155 | u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0); 156 | u_xlat9 = dot(u_xlat5.xyz, u_xlat6.xyz); 157 | u_xlat9 = clamp(u_xlat9, 0.0, 1.0); 158 | u_xlat16 = u_xlat9 * u_xlat9; 159 | u_xlat16 = dot(vec2(u_xlat16), vec2(u_xlat22)); 160 | u_xlat16 = u_xlat16 + -0.5; 161 | u_xlat3.x = (-u_xlat23) + 1.0; 162 | u_xlat10 = u_xlat3.x * u_xlat3.x; 163 | u_xlat10 = u_xlat10 * u_xlat10; 164 | u_xlat3.x = u_xlat3.x * u_xlat10; 165 | u_xlat3.x = u_xlat16 * u_xlat3.x + 1.0; 166 | u_xlat10 = -abs(u_xlat21) + 1.0; 167 | u_xlat17 = u_xlat10 * u_xlat10; 168 | u_xlat17 = u_xlat17 * u_xlat17; 169 | u_xlat10 = u_xlat10 * u_xlat17; 170 | u_xlat16 = u_xlat16 * u_xlat10 + 1.0; 171 | u_xlat16 = u_xlat16 * u_xlat3.x; 172 | u_xlat16 = u_xlat23 * u_xlat16; 173 | u_xlat3.x = u_xlat22 * u_xlat22; 174 | u_xlat22 = (-u_xlat22) * u_xlat22 + 1.0; 175 | u_xlat10 = abs(u_xlat21) * u_xlat22 + u_xlat3.x; 176 | u_xlat22 = u_xlat23 * u_xlat22 + u_xlat3.x; 177 | u_xlat21 = abs(u_xlat21) * u_xlat22; 178 | u_xlat21 = u_xlat23 * u_xlat10 + u_xlat21; 179 | u_xlat21 = u_xlat21 + 9.99999975e-06; 180 | u_xlat21 = 0.5 / u_xlat21; 181 | u_xlat22 = u_xlat3.x * u_xlat3.x; 182 | u_xlat3.x = u_xlat2.x * u_xlat22 + (-u_xlat2.x); 183 | u_xlat2.x = u_xlat3.x * u_xlat2.x + 1.0; 184 | u_xlat22 = u_xlat22 * 0.318309873; 185 | u_xlat2.x = u_xlat2.x * u_xlat2.x + 1.00000001e-07; 186 | u_xlat22 = u_xlat22 / u_xlat2.x; 187 | u_xlat21 = u_xlat21 * u_xlat22; 188 | u_xlat21 = u_xlat21 * 3.14159274; 189 | u_xlat21 = max(u_xlat21, 9.99999975e-05); 190 | u_xlat21 = sqrt(u_xlat21); 191 | u_xlat21 = u_xlat23 * u_xlat21; 192 | u_xlat22 = dot(u_xlat0.xyz, u_xlat0.xyz); 193 | u_xlatb22 = u_xlat22!=0.0; 194 | u_xlat22 = u_xlatb22 ? 1.0 : float(0.0); 195 | u_xlat21 = u_xlat21 * u_xlat22; 196 | u_xlat2.xzw = vec3(u_xlat16) * u_xlat4.xyz; 197 | u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat21); 198 | u_xlat21 = (-u_xlat9) + 1.0; 199 | u_xlat22 = u_xlat21 * u_xlat21; 200 | u_xlat22 = u_xlat22 * u_xlat22; 201 | u_xlat21 = u_xlat21 * u_xlat22; 202 | u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0); 203 | u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat21) + u_xlat0.xyz; 204 | u_xlat0.xyz = u_xlat0.xyz * u_xlat3.xyz; 205 | SV_Target0.xyz = u_xlat1.xyz * u_xlat2.xzw + u_xlat0.xyz; 206 | SV_Target0.w = 1.0; 207 | return; 208 | } 209 | 210 | #endif 211 |  -------------------------------------------------------------------------------- /Library/ShaderCache/6/67ada9c47225da34b45ab38c314504cf.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONALSHADOWS_SCREEN -------------------------------------------------------------------------------- /Library/ShaderCache/7/75555f587097d856c33e899262279e74.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/7/7a6c093a41ffa634719ddff5cc2785ef.bin: -------------------------------------------------------------------------------- 1 | 2O  #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 8 | uniform vec4 _MainTex_ST; 9 | in vec4 in_POSITION0; 10 | in vec4 in_COLOR0; 11 | in vec2 in_TEXCOORD0; 12 | out vec4 vs_COLOR0; 13 | out vec2 vs_TEXCOORD0; 14 | vec4 u_xlat0; 15 | vec4 u_xlat1; 16 | void main() 17 | { 18 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 19 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 20 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 21 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 22 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 23 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 24 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 25 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 26 | vs_COLOR0 = in_COLOR0; 27 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 28 | return; 29 | } 30 | 31 | #endif 32 | #ifdef FRAGMENT 33 | #version 150 34 | #extension GL_ARB_explicit_attrib_location : require 35 | #extension GL_ARB_shader_bit_encoding : enable 36 | 37 | uniform sampler2D _MainTex; 38 | in vec4 vs_COLOR0; 39 | in vec2 vs_TEXCOORD0; 40 | layout(location = 0) out vec4 SV_Target0; 41 | vec4 u_xlat16_0; 42 | vec4 u_xlat10_0; 43 | void main() 44 | { 45 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 46 | u_xlat16_0 = u_xlat10_0 + u_xlat10_0; 47 | SV_Target0 = u_xlat16_0 * vs_COLOR0; 48 | return; 49 | } 50 | 51 | #endif 52 |  -------------------------------------------------------------------------------- /Library/ShaderCache/8/8e4476e3a54e2b3acc93573b8cd8a6df.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Object-Placement-with-Physics/773b01ba4d203158a9589a03c968f4614a26b137/Library/ShaderCache/8/8e4476e3a54e2b3acc93573b8cd8a6df.bin -------------------------------------------------------------------------------- /Library/ShaderCache/9/931a8ba33c8cc8df9122c0f87954c867.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/9/9c0ba92381650ad48b0e07a9f405804f.bin: -------------------------------------------------------------------------------- 1 | 2O . #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _MainTex_ST; 10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; 11 | in vec4 in_POSITION0; 12 | in vec4 in_COLOR0; 13 | in vec2 in_TEXCOORD0; 14 | out vec4 vs_COLOR0; 15 | out vec2 vs_TEXCOORD0; 16 | out vec2 vs_TEXCOORD1; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec2 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | vs_COLOR0 = in_COLOR0; 31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; 32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; 33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; 34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; 35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; 36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; 37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; 38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 39 | return; 40 | } 41 | 42 | #endif 43 | #ifdef FRAGMENT 44 | #version 150 45 | #extension GL_ARB_explicit_attrib_location : require 46 | #extension GL_ARB_shader_bit_encoding : enable 47 | 48 | uniform sampler2D _MainTex; 49 | uniform sampler2D _GUIClipTexture; 50 | in vec4 vs_COLOR0; 51 | in vec2 vs_TEXCOORD0; 52 | in vec2 vs_TEXCOORD1; 53 | layout(location = 0) out vec4 SV_Target0; 54 | vec4 u_xlat10_0; 55 | void main() 56 | { 57 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 58 | SV_Target0.xyz = u_xlat10_0.xyz * vs_COLOR0.xyz; 59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy); 60 | SV_Target0.w = u_xlat10_0.w * vs_COLOR0.w; 61 | return; 62 | } 63 | 64 | #endif 65 |  -------------------------------------------------------------------------------- /Library/ShaderCache/a/a71611192af81aab5685f0306477bc26.bin: -------------------------------------------------------------------------------- 1 | 2O SHADOWS_SPLIT_SPHERESSHADOWS_SINGLE_CASCADE 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m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Object-Placement-with-Physics 2 | 3 | Placing objects by simulating physics with the new Physics.Simulate() functionality in Unity2017. 4 | https://www.youtube.com/watch?v=SnhfcdtGM2E 5 | --------------------------------------------------------------------------------