Browse Source

5.6 update

master
KG 7 years ago
parent
commit
023ad93855
23 changed files with 67 additions and 35 deletions
  1. +1
    -1
      IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveDynamic.cs
  2. +1
    -1
      IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveMath.cs
  3. +1
    -1
      IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveStatic.cs
  4. +3
    -3
      IronToad_UnityProject/Assets/BansheeGz/BGCurve/Scripts/Cc/BGCcVisualizationLineRenderer.cs
  5. BIN
      IronToad_UnityProject/Assets/Materials/Searchlight.mat
  6. +3
    -1
      IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader
  7. +3
    -1
      IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader
  8. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/AmbientOcclusion/Resources/AmbientOcclusion.cginc
  9. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/FXAA/Resources/FXAA.shader
  10. +6
    -4
      IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/SMAA/Resources/SMAA.shader
  11. +4
    -2
      IronToad_UnityProject/Assets/Standard Assets/Effects/Bloom/Resources/Bloom.cginc
  12. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/BokehSplatting.shader
  13. +7
    -5
      IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/DepthOfField.shader
  14. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/MedianFilter.shader
  15. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/LensAberrations/Resources/LensAberrations.shader
  16. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/ScreenSpaceReflection/Resources/ScreenSpaceReflection.shader
  17. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/TonemappingColorGrading/Resources/HistogramRender.shader
  18. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader
  19. +3
    -1
      IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader
  20. +5
    -3
      IronToad_UnityProject/Assets/water/WaterShader.shader
  21. +5
    -3
      IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader
  22. BIN
      IronToad_UnityProject/ProjectSettings/ProjectSettings.asset
  23. +1
    -1
      IronToad_UnityProject/ProjectSettings/ProjectVersion.txt

+ 1
- 1
IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveDynamic.cs View File

@ -49,7 +49,7 @@ namespace BansheeGz.BGSpline.Example
} }
#if UNITY_5_5 || UNITY_5_6 #if UNITY_5_5 || UNITY_5_6
lineRenderer.numPositions = points;
lineRenderer.positionCount = points;
#else #else
lineRenderer.SetVertexCount(points); lineRenderer.SetVertexCount(points);
#endif #endif

+ 1
- 1
IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveMath.cs View File

@ -119,7 +119,7 @@ namespace BansheeGz.BGSpline.Example
positions[i] = Math.CalcByDistanceRatio(BGCurveBaseMath.Field.Position, distanceRatio); positions[i] = Math.CalcByDistanceRatio(BGCurveBaseMath.Field.Position, distanceRatio);
} }
#if UNITY_5_5 || UNITY_5_6 #if UNITY_5_5 || UNITY_5_6
lineRenderer.numPositions = count;
lineRenderer.positionCount = count;
#else #else
lineRenderer.SetVertexCount(count); lineRenderer.SetVertexCount(count);
#endif #endif

+ 1
- 1
IronToad_UnityProject/Assets/BansheeGz/BGCurve/Examples/Scripts/BGTestCurveStatic.cs View File

@ -45,7 +45,7 @@ namespace BansheeGz.BGSpline.Example
positions[i] = curveBaseMath.CalcPositionByDistanceRatio(((float) i/(points - 1))); positions[i] = curveBaseMath.CalcPositionByDistanceRatio(((float) i/(points - 1)));
} }
#if UNITY_5_5 || UNITY_5_6 #if UNITY_5_5 || UNITY_5_6
lineRenderer.numPositions = points;
lineRenderer.positionCount = points;
#else #else
lineRenderer.SetVertexCount(points); lineRenderer.SetVertexCount(points);
#endif #endif

+ 3
- 3
IronToad_UnityProject/Assets/BansheeGz/BGCurve/Scripts/Cc/BGCcVisualizationLineRenderer.cs View File

@ -149,7 +149,7 @@ namespace BansheeGz.BGSpline.Components
{ {
//not enough points //not enough points
#if UNITY_5_5 || UNITY_5_6 #if UNITY_5_5 || UNITY_5_6
lineRenderer.numPositions = 0;
lineRenderer.positionCount = 0;
#else #else
lineRenderer.SetVertexCount(0); lineRenderer.SetVertexCount(0);
#endif #endif
@ -168,7 +168,7 @@ namespace BansheeGz.BGSpline.Components
if (count > 0) if (count > 0)
{ {
#if UNITY_5_5 || UNITY_5_6 #if UNITY_5_5 || UNITY_5_6
lineRenderer.numPositions = count;
lineRenderer.positionCount = count;
#else #else
lineRenderer.SetVertexCount(count); lineRenderer.SetVertexCount(count);
#endif #endif
@ -178,7 +178,7 @@ namespace BansheeGz.BGSpline.Components
else else
{ {
#if UNITY_5_5 || UNITY_5_6 #if UNITY_5_5 || UNITY_5_6
lineRenderer.numPositions = 0;
lineRenderer.positionCount = 0;
#else #else
lineRenderer.SetVertexCount(0); lineRenderer.SetVertexCount(0);
#endif #endif

BIN
IronToad_UnityProject/Assets/Materials/Searchlight.mat View File


+ 3
- 1
IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.30 // 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.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); 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); UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;

+ 3
- 1
IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.30 // 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.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); 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); UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/AmbientOcclusion/Resources/AmbientOcclusion.cginc View File

@ -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: commented out 'float4x4 _WorldToCamera', a built-in variable
// Upgrade NOTE: replaced '_WorldToCamera' with 'unity_WorldToCamera' // Upgrade NOTE: replaced '_WorldToCamera' with 'unity_WorldToCamera'
@ -348,7 +350,7 @@ v2f_multitex vert_multitex(appdata_img v)
float vflip = sign(_MainTex_TexelSize.y); float vflip = sign(_MainTex_TexelSize.y);
v2f_multitex o; v2f_multitex o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv0 = v.texcoord.xy; o.uv0 = v.texcoord.xy;
o.uv1 = (v.texcoord.xy - 0.5) * float2(1, vflip) + 0.5; o.uv1 = (v.texcoord.xy - 0.5) * float2(1, vflip) + 0.5;
return o; return o;

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/FXAA/Resources/FXAA.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Fast Approximate Anti-aliasing" Shader "Hidden/Fast Approximate Anti-aliasing"
{ {
Properties Properties
@ -51,7 +53,7 @@ Shader "Hidden/Fast Approximate Anti-aliasing"
{ {
Varying output; Varying output;
output.position = mul(UNITY_MATRIX_MVP, input.position);
output.position = UnityObjectToClipPos(input.position);
output.uv = input.uv; output.uv = input.uv;
return output; return output;

+ 6
- 4
IronToad_UnityProject/Assets/Standard Assets/Effects/AntiAliasing/SMAA/Resources/SMAA.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Subpixel Morphological Anti-aliasing" Shader "Hidden/Subpixel Morphological Anti-aliasing"
{ {
Properties Properties
@ -78,7 +80,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing"
fInput_edge vert_edge(vInput i) fInput_edge vert_edge(vInput i)
{ {
fInput_edge o; fInput_edge o;
o.pos = mul(UNITY_MATRIX_MVP, i.pos);
o.pos = UnityObjectToClipPos(i.pos);
o.uv = i.uv; o.uv = i.uv;
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
@ -266,7 +268,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing"
fInput vert(vInput i) fInput vert(vInput i)
{ {
fInput o; fInput o;
o.pos = mul(UNITY_MATRIX_MVP, i.pos);
o.pos = UnityObjectToClipPos(i.pos);
o.uv = i.uv; o.uv = i.uv;
o.pixcoord = o.uv * SMAA_RT_METRICS.zw; o.pixcoord = o.uv * SMAA_RT_METRICS.zw;
@ -321,7 +323,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing"
fInput vert(vInput i) fInput vert(vInput i)
{ {
fInput o; fInput o;
o.pos = mul(UNITY_MATRIX_MVP, i.pos);
o.pos = UnityObjectToClipPos(i.pos);
o.uv = i.uv; o.uv = i.uv;
o.offset = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), o.uv.xyxy); o.offset = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), o.uv.xyxy);
return o; return o;
@ -364,7 +366,7 @@ Shader "Hidden/Subpixel Morphological Anti-aliasing"
fInput vert(vInput i) fInput vert(vInput i)
{ {
fInput o; fInput o;
o.pos = mul(UNITY_MATRIX_MVP, i.pos);
o.pos = UnityObjectToClipPos(i.pos);
o.uv = i.uv; o.uv = i.uv;
return o; return o;
} }

+ 4
- 2
IronToad_UnityProject/Assets/Standard Assets/Effects/Bloom/Resources/Bloom.cginc View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
#include "UnityCG.cginc" #include "UnityCG.cginc"
// Mobile: use RGBM instead of float/half RGB // Mobile: use RGBM instead of float/half RGB
@ -133,7 +135,7 @@ v2f_img vert(appdata_img v)
o.pos = UnityObjectToClipPos(v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
#else #else
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord; o.uv = v.texcoord;
#endif #endif
return o; return o;
@ -154,7 +156,7 @@ v2f_multitex vert_multitex(appdata_img v)
o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.uvBase = UnityStereoScreenSpaceUVAdjust(v.texcoord, _BaseTex_ST); o.uvBase = UnityStereoScreenSpaceUVAdjust(v.texcoord, _BaseTex_ST);
#else #else
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uvMain = v.texcoord; o.uvMain = v.texcoord;
o.uvBase = v.texcoord; o.uvBase = v.texcoord;
#endif #endif

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/BokehSplatting.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/* /*
DX11 Bokeh splatting DX11 Bokeh splatting
@ -101,7 +103,7 @@ Shader "Hidden/DepthOfField/BokehSplatting"
v2f vertCollect (appdata v) v2f vertCollect (appdata v)
{ {
v2f o; v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord; o.uv = v.texcoord;
o.uv_flip = v.texcoord; o.uv_flip = v.texcoord;

+ 7
- 5
IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/DepthOfField.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/DepthOfField/DepthOfField" Shader "Hidden/DepthOfField/DepthOfField"
{ {
Properties Properties
@ -79,7 +81,7 @@ Shader "Hidden/DepthOfField/DepthOfField"
v2fDepth vert(appdata_img v) v2fDepth vert(appdata_img v)
{ {
v2fDepth o; v2fDepth o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy; o.uv = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
@ -93,7 +95,7 @@ Shader "Hidden/DepthOfField/DepthOfField"
v2fDepth vertNoFlip(appdata_img v) v2fDepth vertNoFlip(appdata_img v)
{ {
v2fDepth o; v2fDepth o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy; o.uv = v.texcoord.xy;
return o; return o;
} }
@ -101,7 +103,7 @@ Shader "Hidden/DepthOfField/DepthOfField"
v2f vert_d(appdata_img v) v2f vert_d(appdata_img v)
{ {
v2f o; v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv1.xy = v.texcoord.xy; o.uv1.xy = v.texcoord.xy;
o.uv.xy = v.texcoord.xy; o.uv.xy = v.texcoord.xy;
@ -116,7 +118,7 @@ Shader "Hidden/DepthOfField/DepthOfField"
v2f vertFlip(appdata_img v) v2f vertFlip(appdata_img v)
{ {
v2f o; v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv1.xy = v.texcoord.xy; o.uv1.xy = v.texcoord.xy;
o.uv.xy = v.texcoord.xy; o.uv.xy = v.texcoord.xy;
@ -134,7 +136,7 @@ Shader "Hidden/DepthOfField/DepthOfField"
v2fBlur vertBlurPlusMinus(appdata_img v) v2fBlur vertBlurPlusMinus(appdata_img v)
{ {
v2fBlur o; v2fBlur o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy; o.uv.xy = v.texcoord.xy;
o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0; 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; o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0;

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/DepthOfField/Resources/MedianFilter.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/DepthOfField/MedianFilter" Shader "Hidden/DepthOfField/MedianFilter"
{ {
Properties Properties
@ -29,7 +31,7 @@ Shader "Hidden/DepthOfField/MedianFilter"
v2f vert(appdata_img v) v2f vert(appdata_img v)
{ {
v2f o; v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy; o.uv = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/LensAberrations/Resources/LensAberrations.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/LensAberrations" Shader "Hidden/LensAberrations"
{ {
Properties Properties
@ -129,7 +131,7 @@ Shader "Hidden/LensAberrations"
v2f vert_blur_prepass(appdata_img v) v2f vert_blur_prepass(appdata_img v)
{ {
v2f o; v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy; o.uv = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/ScreenSpaceReflection/Resources/ScreenSpaceReflection.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/** /**
\author Michael Mara and Morgan McGuire, Casual Effects. 2015. \author Michael Mara and Morgan McGuire, Casual Effects. 2015.
*/ */
@ -100,7 +102,7 @@ Shader "Hidden/ScreenSpaceReflection"
{ {
v2f o; v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy; o.uv = v.texcoord.xy;
o.uv2 = v.texcoord.xy; o.uv2 = v.texcoord.xy;

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/TonemappingColorGrading/Resources/HistogramRender.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/TonemappingColorGradingHistogram" Shader "Hidden/TonemappingColorGradingHistogram"
{ {
SubShader SubShader
@ -28,7 +30,7 @@ Shader "Hidden/TonemappingColorGradingHistogram"
v_data vert(appdata_img v) v_data vert(appdata_img v)
{ {
v_data o; v_data o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord; o.uv = v.texcoord;
return o; return o;
} }

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Toon/Basic" { Shader "Toon/Basic" {
Properties { Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1) _Color ("Main Color", Color) = (.5,.5,.5,1)
@ -40,7 +42,7 @@ Shader "Toon/Basic" {
v2f vert (appdata v) v2f vert (appdata v)
{ {
v2f o; v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0));
UNITY_TRANSFER_FOG(o,o.pos); UNITY_TRANSFER_FOG(o,o.pos);

+ 3
- 1
IronToad_UnityProject/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Toon/Basic Outline" { Shader "Toon/Basic Outline" {
Properties { Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1) _Color ("Main Color", Color) = (.5,.5,.5,1)
@ -26,7 +28,7 @@ Shader "Toon/Basic Outline" {
v2f vert(appdata v) { v2f vert(appdata v) {
v2f o; 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)); float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
float2 offset = TransformViewToProjection(norm.xy); float2 offset = TransformViewToProjection(norm.xy);

+ 5
- 3
IronToad_UnityProject/Assets/water/WaterShader.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
@ -125,7 +127,7 @@ Shader "LightHouse/WaterShader" {
v.vertex.xyz += (node_133*_BulgeScale*v.normal); v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos); UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos); o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z); COMPUTE_EYEDEPTH(o.projPos.z);
@ -308,7 +310,7 @@ Shader "LightHouse/WaterShader" {
v.vertex.xyz += (node_133*_BulgeScale*v.normal); v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos); UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos); o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z); 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 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); v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_SHADOW_CASTER(o) TRANSFER_SHADOW_CASTER(o)
return o; return o;
} }

+ 5
- 3
IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader View File

@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.30 // Shader created with Shader Forge v1.30
@ -92,7 +94,7 @@ Shader "LightHouse/WaterShader" {
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos); UNITY_TRANSFER_FOG(o,o.pos);
return o; return o;
} }
@ -216,7 +218,7 @@ Shader "LightHouse/WaterShader" {
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos); UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
@ -299,7 +301,7 @@ Shader "LightHouse/WaterShader" {
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount)); float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal); v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_SHADOW_CASTER(o) TRANSFER_SHADOW_CASTER(o)
return o; return o;
} }

BIN
IronToad_UnityProject/ProjectSettings/ProjectSettings.asset View File


+ 1
- 1
IronToad_UnityProject/ProjectSettings/ProjectVersion.txt View File

@ -1 +1 @@
m_EditorVersion: 5.5.0f3
m_EditorVersion: 5.6.0f3

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