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Updating to 2018.1 #15
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Ah awesome thanks for the tip! Hey do you work for Unity? I wondering if you could maybe help with a Sprite lighting problem I encountered when making these shaders.. So in order for normal maps to work on Sprite Renderers they obv need to caluclate the binormals correctly. I found a bug which says unity_WorldTransformParams.w is not changing for Sprites and its closed and marked By Design: If it's by design then what is the design or method recommended for correctly calculating binormals for negatively scaled or flipped SpriteRenderers? Is they any way of the shaders knowing a Sprite is flipped? Thanks a lot! |
Hello, |
Hey, what version of Unity are you using? |
2018.1.6f1 I managed to make it work. Thanks. |
OK cool, let me know if you found a bug though! |
Nice shaders! This isn't an "issue" but I wanted to let you know how to fix an error that pops up in 2018.1. We've changed this line:
float attenuation = LIGHT_ATTENUATION(input);
And you can update it to be:
UNITY_LIGHT_ATTENUATION(attenuation, input, input.posWorld.xyz);
Hope that helps someone. Cheers!
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