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Bumo to Unity 5.6.7f1
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R-N committed Apr 14, 2022
1 parent 7a124b4 commit a5f04aa
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Showing 81 changed files with 262 additions and 128 deletions.
3 changes: 3 additions & 0 deletions .gitignore
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Expand Up @@ -56,3 +56,6 @@ $RECYCLE.BIN/
Network Trash Folder
Temporary Items
.apdisk

Temp/
build/
6 changes: 4 additions & 2 deletions Assets/DistanceShad.shader
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@@ -1,4 +1,6 @@
Shader "Unlit/DistanceShad"
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unlit/DistanceShad"
{
Properties
{
Expand Down Expand Up @@ -31,7 +33,7 @@
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.depth = o.vertex.zw;
return o;
}
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4 changes: 3 additions & 1 deletion Assets/MyMultiply.shader
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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "Custom/My Multiply Shader" {
Expand Down Expand Up @@ -50,7 +52,7 @@ half tolerance;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.worldPosX = mul(unity_ObjectToWorld, float4(v.vertex.xyz * 0.9995f, v.vertex.w));
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4 changes: 3 additions & 1 deletion Assets/MyMultiply_2.shader
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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/My Multiply Shader Always" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
Expand Down Expand Up @@ -41,7 +43,7 @@ half4 _PlyrColor;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
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4 changes: 3 additions & 1 deletion Assets/SampleScenes/Shaders/Skybox-Procedural.shader
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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "Skybox/Procedural" {
Expand Down Expand Up @@ -87,7 +89,7 @@ SubShader {
v2f vert (appdata_t v)
{
v2f OUT;
OUT.pos = mul(UNITY_MATRIX_MVP, v.vertex);
OUT.pos = UnityObjectToClipPos(v.vertex);

float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position

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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Per pixel bumped refraction.
// Uses a normal map to distort the image behind, and
// an additional texture to tint the color.
Expand Down Expand Up @@ -56,7 +58,7 @@ float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/BlendModesOverlay" {
Properties {
_MainTex ("Screen Blended", 2D) = "" {}
Expand All @@ -22,7 +24,7 @@ Shader "Hidden/BlendModesOverlay" {

v2f vert( appdata_img v ) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);

o.uv[0] = float2(
dot(v.texcoord.xy, _UV_Transform.xy),
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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/BlurEffectConeTap" {
Properties { _MainTex ("", any) = "" {} }
CGINCLUDE
Expand All @@ -12,7 +14,7 @@ Shader "Hidden/BlurEffectConeTap" {
half4 _BlurOffsets;
v2f vert( appdata_img v ) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy;
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Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

/*
CAMERA MOTION BLUR IMAGE EFFECTS

Expand Down Expand Up @@ -88,7 +90,7 @@
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;
return o;
}
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Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

/*
NOTES: see CameraMotionBlur.shader
*/
Expand Down Expand Up @@ -50,7 +52,7 @@
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;
return o;
}
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Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/ChromaticAberration" {
Properties {
_MainTex ("Base", 2D) = "" {}
Expand All @@ -23,7 +25,7 @@ Shader "Hidden/ChromaticAberration" {
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;

return o;
Expand Down
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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/ColorCorrection3DLut" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
Expand All @@ -21,7 +23,7 @@ float _Offset;
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;
return o;
}
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Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/ColorCorrectionCurves" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
Expand Down Expand Up @@ -39,7 +41,7 @@ Shader "Hidden/ColorCorrectionCurves" {
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;
o.uv2 = TRANSFORM_TEX(v.texcoord, _CameraDepthTexture);

Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/ColorCorrectionCurvesSimple" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
Expand All @@ -21,7 +23,7 @@ Shader "Hidden/ColorCorrectionCurvesSimple" {
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;
return o;
}
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Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/ColorCorrectionSelective" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
Expand All @@ -19,7 +21,7 @@ Shader "Hidden/ColorCorrectionSelective" {

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;
return o;
}
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Final pass in the contrast stretch effect: apply
// color stretch to the original image, based on currently
// adapted to minimum/maximum luminances.
Expand Down Expand Up @@ -29,7 +31,7 @@ uniform sampler2D _AdaptTex;
v2f vert (appdata_img v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
o.uv[1] = float2(0.5,0.5);
return o;
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Reduces input image (_MainTex) by 2x2.
// Outputs maximum value in R, minimum in G.
Shader "Hidden/Contrast Stretch Reduction" {
Expand Down Expand Up @@ -25,7 +27,7 @@ uniform sampler2D _MainTex;

v2f vert (appdata_img v) {
v2f o;
o.position = mul (UNITY_MATRIX_MVP, v.vertex);
o.position = UnityObjectToClipPos (v.vertex);
float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);

// Compute UVs to sample 2x2 pixel block.
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/ContrastComposite" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
Expand All @@ -24,7 +26,7 @@ Shader "Hidden/ContrastComposite" {

v2f vert( appdata_img v ) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);

o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy;
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/ConvertDepth" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
Expand All @@ -19,7 +21,7 @@ Shader "Hidden/ConvertDepth" {
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;
return o;
}
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'



Shader "Hidden/CreaseApply" {
Expand Down Expand Up @@ -32,7 +34,7 @@ struct v2f {
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = v.texcoord.xy;
return o;
}
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader "Hidden/EdgeDetect" {
Properties {
Expand Down Expand Up @@ -40,7 +42,7 @@ Shader "Hidden/EdgeDetect" {
v2flum vertLum (appdata_img v)
{
v2flum o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);
float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord );
o.uv[0] = uv;
o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
Expand Down Expand Up @@ -90,7 +92,7 @@ Shader "Hidden/EdgeDetect" {
v2f vertRobert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);

float2 uv = v.texcoord.xy;
o.uv[0] = uv;
Expand All @@ -114,7 +116,7 @@ Shader "Hidden/EdgeDetect" {
v2f vertThin( appdata_img v )
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);

float2 uv = v.texcoord.xy;
o.uv[0] = uv;
Expand All @@ -137,7 +139,7 @@ Shader "Hidden/EdgeDetect" {
v2fd vertD( appdata_img v )
{
v2fd o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos (v.vertex);

float2 uv = v.texcoord.xy;
o.uv[0] = uv;
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/FisheyeShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
Expand All @@ -20,7 +22,7 @@ Shader "Hidden/FisheyeShader" {
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;
return o;
}
Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/GlobalFog" {
Properties {
_MainTex ("Base (RGB)", 2D) = "black" {}
Expand Down Expand Up @@ -44,7 +46,7 @@ CGINCLUDE
v2f o;
half index = v.vertex.z;
v.vertex.z = 0.1;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.uv_depth = v.texcoord.xy;

Expand Down
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@@ -1,3 +1,5 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Hidden/MotionBlur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
Expand Down Expand Up @@ -36,7 +38,7 @@ Properties {
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
Expand Down Expand Up @@ -80,7 +82,7 @@ Properties {
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
Expand Down
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