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@ -1,3 +1,5 @@ |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' |
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' |
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@ -125,7 +127,7 @@ Shader "LightHouse/WaterShader" { |
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v.vertex.xyz += (node_133*_BulgeScale*v.normal); |
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v.vertex.xyz += (node_133*_BulgeScale*v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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float3 lightColor = _LightColor0.rgb; |
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float3 lightColor = _LightColor0.rgb; |
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); |
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o.pos = UnityObjectToClipPos(v.vertex ); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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o.projPos = ComputeScreenPos (o.pos); |
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o.projPos = ComputeScreenPos (o.pos); |
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COMPUTE_EYEDEPTH(o.projPos.z); |
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COMPUTE_EYEDEPTH(o.projPos.z); |
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@ -308,7 +310,7 @@ Shader "LightHouse/WaterShader" { |
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v.vertex.xyz += (node_133*_BulgeScale*v.normal); |
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v.vertex.xyz += (node_133*_BulgeScale*v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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float3 lightColor = _LightColor0.rgb; |
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float3 lightColor = _LightColor0.rgb; |
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); |
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o.pos = UnityObjectToClipPos(v.vertex ); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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o.projPos = ComputeScreenPos (o.pos); |
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o.projPos = ComputeScreenPos (o.pos); |
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COMPUTE_EYEDEPTH(o.projPos.z); |
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COMPUTE_EYEDEPTH(o.projPos.z); |
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@ -444,7 +446,7 @@ Shader "LightHouse/WaterShader" { |
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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 |
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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 |
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v.vertex.xyz += (node_133*_BulgeScale*v.normal); |
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v.vertex.xyz += (node_133*_BulgeScale*v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); |
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o.pos = UnityObjectToClipPos(v.vertex ); |
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TRANSFER_SHADOW_CASTER(o) |
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TRANSFER_SHADOW_CASTER(o) |
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return o; |
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return o; |
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} |
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} |
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