diff --git a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveDynamic.cs b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveDynamic.cs index d7381c1..5e440a7 100644 --- a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveDynamic.cs +++ b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveDynamic.cs @@ -49,7 +49,7 @@ namespace BansheeGz.BGSpline.Example } #if UNITY_5_5 || UNITY_5_6 - lineRenderer.numPositions = points; + lineRenderer.positionCount = points; #else lineRenderer.SetVertexCount(points); #endif diff --git a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveMath.cs b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveMath.cs index 4b0314a..752f54f 100644 --- a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveMath.cs +++ b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveMath.cs @@ -119,7 +119,7 @@ namespace BansheeGz.BGSpline.Example positions[i] = Math.CalcByDistanceRatio(BGCurveBaseMath.Field.Position, distanceRatio); } #if UNITY_5_5 || UNITY_5_6 - lineRenderer.numPositions = count; + lineRenderer.positionCount = count; #else lineRenderer.SetVertexCount(count); #endif diff --git a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveStatic.cs b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveStatic.cs index ee7d9d8..5ff0931 100644 --- a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveStatic.cs +++ b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveStatic.cs @@ -45,7 +45,7 @@ namespace BansheeGz.BGSpline.Example positions[i] = curveBaseMath.CalcPositionByDistanceRatio(((float) i/(points - 1))); } #if UNITY_5_5 || UNITY_5_6 - lineRenderer.numPositions = points; + lineRenderer.positionCount = points; #else lineRenderer.SetVertexCount(points); #endif diff --git a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Scripts/Cc/BGCcVisualizationLineRenderer.cs b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Scripts/Cc/BGCcVisualizationLineRenderer.cs index b469c3f..d7517b0 100644 --- a/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Scripts/Cc/BGCcVisualizationLineRenderer.cs +++ b/IronToad_UnityProject/Assets/BansheeGz/BGCurve/Scripts/Cc/BGCcVisualizationLineRenderer.cs @@ -149,7 +149,7 @@ namespace BansheeGz.BGSpline.Components { //not enough points #if UNITY_5_5 || UNITY_5_6 - lineRenderer.numPositions = 0; + lineRenderer.positionCount = 0; #else lineRenderer.SetVertexCount(0); #endif @@ -168,7 +168,7 @@ namespace BansheeGz.BGSpline.Components if (count > 0) { #if UNITY_5_5 || UNITY_5_6 - lineRenderer.numPositions = count; + lineRenderer.positionCount = count; #else lineRenderer.SetVertexCount(count); #endif @@ -178,7 +178,7 @@ namespace BansheeGz.BGSpline.Components else { #if UNITY_5_5 || UNITY_5_6 - lineRenderer.numPositions = 0; + lineRenderer.positionCount = 0; #else lineRenderer.SetVertexCount(0); #endif diff --git a/IronToad_UnityProject/Assets/Materials/Searchlight.mat b/IronToad_UnityProject/Assets/Materials/Searchlight.mat index f94deb0..badfbf1 100644 Binary files a/IronToad_UnityProject/Assets/Materials/Searchlight.mat and b/IronToad_UnityProject/Assets/Materials/Searchlight.mat differ diff --git a/IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader b/IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader index 472edff..13faba3 100644 --- a/IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader +++ b/IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.30 @@ -90,7 +92,7 @@ Shader "Geomantle/TerrainDiffuse" { o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; diff --git a/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader b/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader old mode 100755 new mode 100644 index 63221f2..4109b93 --- a/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader +++ b/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.30 @@ -94,7 +96,7 @@ Shader "Geomantle/TwoToneDiffuse" { o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/AmbientOcclusion/Resources/AmbientOcclusion.cginc b/IronToad_UnityProject/Assets/Standard Assets/Effects/AmbientOcclusion/Resources/AmbientOcclusion.cginc index ef722db..bb12ece 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/AmbientOcclusion/Resources/AmbientOcclusion.cginc +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/AmbientOcclusion/Resources/AmbientOcclusion.cginc @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // Upgrade NOTE: commented out 'float4x4 _WorldToCamera', a built-in variable // Upgrade NOTE: replaced '_WorldToCamera' with 'unity_WorldToCamera' @@ -348,7 +350,7 @@ v2f_multitex vert_multitex(appdata_img v) float vflip = sign(_MainTex_TexelSize.y); v2f_multitex o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv0 = v.texcoord.xy; o.uv1 = (v.texcoord.xy - 0.5) * float2(1, vflip) + 0.5; return o; diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/FXAA/Resources/FXAA.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/FXAA/Resources/FXAA.shader index 69a1ba3..06ea89e 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/FXAA/Resources/FXAA.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/FXAA/Resources/FXAA.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Fast Approximate Anti-aliasing" { Properties @@ -51,7 +53,7 @@ Shader "Hidden/Fast Approximate Anti-aliasing" { Varying output; - output.position = mul(UNITY_MATRIX_MVP, input.position); + output.position = UnityObjectToClipPos(input.position); output.uv = input.uv; return output; diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/SMAA/Resources/SMAA.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/SMAA/Resources/SMAA.shader index fe37cec..c6c2960 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/SMAA/Resources/SMAA.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/SMAA/Resources/SMAA.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Subpixel Morphological Anti-aliasing" { Properties @@ -78,7 +80,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing" fInput_edge vert_edge(vInput i) { fInput_edge o; - o.pos = mul(UNITY_MATRIX_MVP, i.pos); + o.pos = UnityObjectToClipPos(i.pos); o.uv = i.uv; #if UNITY_UV_STARTS_AT_TOP @@ -266,7 +268,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing" fInput vert(vInput i) { fInput o; - o.pos = mul(UNITY_MATRIX_MVP, i.pos); + o.pos = UnityObjectToClipPos(i.pos); o.uv = i.uv; o.pixcoord = o.uv * SMAA_RT_METRICS.zw; @@ -321,7 +323,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing" fInput vert(vInput i) { fInput o; - o.pos = mul(UNITY_MATRIX_MVP, i.pos); + o.pos = UnityObjectToClipPos(i.pos); o.uv = i.uv; o.offset = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), o.uv.xyxy); return o; @@ -364,7 +366,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing" fInput vert(vInput i) { fInput o; - o.pos = mul(UNITY_MATRIX_MVP, i.pos); + o.pos = UnityObjectToClipPos(i.pos); o.uv = i.uv; return o; } diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/Bloom/Resources/Bloom.cginc b/IronToad_UnityProject/Assets/Standard Assets/Effects/Bloom/Resources/Bloom.cginc index 59502f5..3d82363 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/Bloom/Resources/Bloom.cginc +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/Bloom/Resources/Bloom.cginc @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + #include "UnityCG.cginc" // Mobile: use RGBM instead of float/half RGB @@ -133,7 +135,7 @@ v2f_img vert(appdata_img v) o.pos = UnityObjectToClipPos(v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); #else - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; #endif return o; @@ -154,7 +156,7 @@ v2f_multitex vert_multitex(appdata_img v) o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); o.uvBase = UnityStereoScreenSpaceUVAdjust(v.texcoord, _BaseTex_ST); #else - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uvMain = v.texcoord; o.uvBase = v.texcoord; #endif diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/BokehSplatting.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/BokehSplatting.shader index ad58718..9358a21 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/BokehSplatting.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/BokehSplatting.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + /* DX11 Bokeh splatting @@ -101,7 +103,7 @@ Shader "Hidden/DepthOfField/BokehSplatting" v2f vertCollect (appdata v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord; o.uv_flip = v.texcoord; diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/DepthOfField.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/DepthOfField.shader index 5914588..4ba133d 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/DepthOfField.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/DepthOfField.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/DepthOfField/DepthOfField" { Properties @@ -79,7 +81,7 @@ Shader "Hidden/DepthOfField/DepthOfField" v2fDepth vert(appdata_img v) { v2fDepth o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP @@ -93,7 +95,7 @@ Shader "Hidden/DepthOfField/DepthOfField" v2fDepth vertNoFlip(appdata_img v) { v2fDepth o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } @@ -101,7 +103,7 @@ Shader "Hidden/DepthOfField/DepthOfField" v2f vert_d(appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv1.xy = v.texcoord.xy; o.uv.xy = v.texcoord.xy; @@ -116,7 +118,7 @@ Shader "Hidden/DepthOfField/DepthOfField" v2f vertFlip(appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv1.xy = v.texcoord.xy; o.uv.xy = v.texcoord.xy; @@ -134,7 +136,7 @@ Shader "Hidden/DepthOfField/DepthOfField" v2fBlur vertBlurPlusMinus(appdata_img v) { v2fBlur o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0; o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0; diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/MedianFilter.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/MedianFilter.shader index c3fc8c7..023ec46 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/MedianFilter.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/MedianFilter.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/DepthOfField/MedianFilter" { Properties @@ -29,7 +31,7 @@ Shader "Hidden/DepthOfField/MedianFilter" v2f vert(appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/LensAberrations/Resources/LensAberrations.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/LensAberrations/Resources/LensAberrations.shader index 4a38b3a..891ecf2 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/LensAberrations/Resources/LensAberrations.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/LensAberrations/Resources/LensAberrations.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/LensAberrations" { Properties @@ -129,7 +131,7 @@ Shader "Hidden/LensAberrations" v2f vert_blur_prepass(appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/ScreenSpaceReflection/Resources/ScreenSpaceReflection.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/ScreenSpaceReflection/Resources/ScreenSpaceReflection.shader index 13869ed..500440e 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/ScreenSpaceReflection/Resources/ScreenSpaceReflection.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/ScreenSpaceReflection/Resources/ScreenSpaceReflection.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + /** \author Michael Mara and Morgan McGuire, Casual Effects. 2015. */ @@ -100,7 +102,7 @@ Shader "Hidden/ScreenSpaceReflection" { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv2 = v.texcoord.xy; diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/TonemappingColorGrading/Resources/HistogramRender.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/TonemappingColorGrading/Resources/HistogramRender.shader index c78673c..7956de0 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/TonemappingColorGrading/Resources/HistogramRender.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/TonemappingColorGrading/Resources/HistogramRender.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/TonemappingColorGradingHistogram" { SubShader @@ -28,7 +30,7 @@ Shader "Hidden/TonemappingColorGradingHistogram" v_data vert(appdata_img v) { v_data o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader index 63f0b37..683b99f 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Toon/Basic" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) @@ -40,7 +42,7 @@ Shader "Toon/Basic" { v2f vert (appdata v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); UNITY_TRANSFER_FOG(o,o.pos); diff --git a/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader b/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader index 3d62217..88776ae 100644 --- a/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader +++ b/IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Toon/Basic Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) @@ -26,7 +28,7 @@ Shader "Toon/Basic Outline" { v2f vert(appdata v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); float2 offset = TransformViewToProjection(norm.xy); diff --git a/IronToad_UnityProject/Assets/water/WaterShader.shader b/IronToad_UnityProject/Assets/water/WaterShader.shader index 61eefce..abaa9e1 100644 --- a/IronToad_UnityProject/Assets/water/WaterShader.shader +++ b/IronToad_UnityProject/Assets/water/WaterShader.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' @@ -125,7 +127,7 @@ Shader "LightHouse/WaterShader" { v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); @@ -308,7 +310,7 @@ Shader "LightHouse/WaterShader" { v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); @@ -444,7 +446,7 @@ Shader "LightHouse/WaterShader" { float node_133 = pow(lerp((_Perlin_var.r*node_6956),(_Perlin_copy_var.r*node_6956),(sin((node_9449.g*_bufferSpeed))*0.5+0.5)),_BulgeShape); // Panning gradient v.vertex.xyz += (node_133*_BulgeScale*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } diff --git a/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader b/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader index 5a5f8ab..fd4b227 100644 --- a/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader +++ b/IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.30 @@ -92,7 +94,7 @@ Shader "LightHouse/WaterShader" { v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } @@ -216,7 +218,7 @@ Shader "LightHouse/WaterShader" { v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; @@ -299,7 +301,7 @@ Shader "LightHouse/WaterShader" { float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); - o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } diff --git a/IronToad_UnityProject/ProjectSettings/ProjectSettings.asset b/IronToad_UnityProject/ProjectSettings/ProjectSettings.asset index f29a121..b63cb29 100644 Binary files a/IronToad_UnityProject/ProjectSettings/ProjectSettings.asset and b/IronToad_UnityProject/ProjectSettings/ProjectSettings.asset differ diff --git a/IronToad_UnityProject/ProjectSettings/ProjectVersion.txt b/IronToad_UnityProject/ProjectSettings/ProjectVersion.txt index 66e05aa..ca09a3d 100644 --- a/IronToad_UnityProject/ProjectSettings/ProjectVersion.txt +++ b/IronToad_UnityProject/ProjectSettings/ProjectVersion.txt @@ -1 +1 @@ -m_EditorVersion: 5.5.0f3 +m_EditorVersion: 5.6.0f3