diff --git a/Editor/MaterialUpgrader.cs b/Editor/MaterialUpgrader.cs index e31c0a9..e499e33 100644 --- a/Editor/MaterialUpgrader.cs +++ b/Editor/MaterialUpgrader.cs @@ -331,7 +331,7 @@ public static void UpgradeProjectFolder(List upgraders, string /// Material Upgrader flags. public static void UpgradeProjectFolder(List upgraders, HashSet shaderNamesToIgnore, string progressBarName, UpgradeFlags flags = UpgradeFlags.None) { - if ((!Application.isBatchMode) && (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))) + if (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel)) return; int totalMaterialCount = 0; diff --git a/ShaderLibrary/Texture.hlsl b/ShaderLibrary/Texture.hlsl index 7a5ac40..7b75658 100644 --- a/ShaderLibrary/Texture.hlsl +++ b/ShaderLibrary/Texture.hlsl @@ -45,7 +45,7 @@ struct UnityTexture2D float4 Sample(UnitySamplerState s, float2 uv) { return SAMPLE_TEXTURE2D(tex, s.samplerstate, uv); } float4 SampleLevel(UnitySamplerState s, float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s.samplerstate, uv, lod); } float4 SampleBias(UnitySamplerState s, float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s.samplerstate, uv, bias); } - float4 SampleGrad(UnitySamplerState s, float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s.samplerstate, uv, dpdx, dpdy); } + float4 SampleGrad(UnitySamplerState s, float2 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s.samplerstate, uv, dpdx, dpdy); } #ifndef SHADER_API_GLES float CalculateLevelOfDetail(UnitySamplerState s, float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s.samplerstate, uv); } @@ -53,7 +53,7 @@ struct UnityTexture2D float4 Sample(SAMPLER(s), float2 uv) { return SAMPLE_TEXTURE2D(tex, s, uv); } float4 SampleLevel(SAMPLER(s), float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s, uv, lod); } float4 SampleBias(SAMPLER(s), float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s, uv, bias); } - float4 SampleGrad(SAMPLER(s), float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s, uv, dpdx, dpdy); } + float4 SampleGrad(SAMPLER(s), float2 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s, uv, dpdx, dpdy); } float4 SampleCmpLevelZero(SAMPLER_CMP(s), float2 uv, float cmp) { return SAMPLE_TEXTURE2D_SHADOW(tex, s, float3(uv, cmp)); } float4 Load(int3 pixel) { return LOAD_TEXTURE2D_LOD(tex, pixel.xy, pixel.z); } float CalculateLevelOfDetail(SAMPLER(s), float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s, uv); } @@ -103,12 +103,12 @@ struct UnityTexture2DArray float4 Sample(UnitySamplerState s, float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s.samplerstate, uv.xy, uv.z); } float4 SampleLevel(UnitySamplerState s, float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s.samplerstate, uv.xy, uv.z, lod); } float4 SampleBias(UnitySamplerState s, float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s.samplerstate, uv.xy, uv.z, bias); } - float4 SampleGrad(UnitySamplerState s, float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s.samplerstate, uv.xy, uv.z, dpdx, dpdy); } + float4 SampleGrad(UnitySamplerState s, float3 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s.samplerstate, uv.xy, uv.z, dpdx, dpdy); } float4 Sample(SAMPLER(s), float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s, uv.xy, uv.z); } float4 SampleLevel(SAMPLER(s), float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s, uv.xy, uv.z, lod); } float4 SampleBias(SAMPLER(s), float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s, uv.xy, uv.z, bias); } - float4 SampleGrad(SAMPLER(s), float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s, uv.xy, uv.z, dpdx, dpdy); } + float4 SampleGrad(SAMPLER(s), float3 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s, uv.xy, uv.z, dpdx, dpdy); } float4 SampleCmpLevelZero(SAMPLER_CMP(s), float3 uv, float cmp) { return SAMPLE_TEXTURE2D_ARRAY_SHADOW(tex, s, float3(uv.xy, cmp), uv.z); } float4 Load(int4 pixel) { return LOAD_TEXTURE2D_ARRAY(tex, pixel.xy, pixel.z); } #endif diff --git a/ShaderLibrary/Version.hlsl b/ShaderLibrary/Version.hlsl index 7519bfc..1b438bd 100644 --- a/ShaderLibrary/Version.hlsl +++ b/ShaderLibrary/Version.hlsl @@ -1,6 +1,3 @@ -// The old version number system below is deprecated whith Graphic Packages that have move as core package of Unity. -// User should rely on the Macro UNITY_VERSION now to detect which version of Unity is coupled to the current set of pipeline shader -// Example of usage #if UNITY_VERSION >= 202120 to check if the version is above or equal 2021.2 #define SHADER_LIBRARY_VERSION_MAJOR 11 #define SHADER_LIBRARY_VERSION_MINOR 0 diff --git a/package.json b/package.json index 82f506d..0cd977f 100644 --- a/package.json +++ b/package.json @@ -6,7 +6,6 @@ "unityRelease": "0a8", "displayName": "Core RP Library", "dependencies": { - "com.unity.ugui": "1.0.0", - "com.unity.modules.physics": "1.0.0" + "com.unity.ugui": "1.0.0" } }