Luke Briggs

Reverted shaders for Unity 5 support

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PowerUI/Camera Mask" {
Properties {
_Mask ("Mask", 2D) = "white" {}
......@@ -42,7 +40,7 @@ Shader "PowerUI/Camera Mask" {
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
This shader is used by the Blaze rasteriser. It's mainly used to draw the SDF distance map for letters.
The distance maps then get used by PowerUI to display letters on a UI.
......@@ -35,7 +33,7 @@ Shader "Blaze Raster Draw" {
appdata_t vert (appdata_t v)
{
v.vertex = UnityObjectToClipPos(v.vertex);
v.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
return v;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PowerUI/StandardUI Cull/Extruded" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
......@@ -36,7 +34,7 @@ Shader "PowerUI/StandardUI Cull/Extruded" {
appdata_t vert (appdata_t v)
{
v.vertex = UnityObjectToClipPos(v.vertex);
v.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
v.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return v;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PowerUI/StandardUI Cull/Isolated" {
Properties {
_MainTex ("Graphical Sprite", 2D) = "white" {}
......@@ -36,7 +34,7 @@ Shader "PowerUI/StandardUI Cull/Isolated" {
appdata_t vert (appdata_t v)
{
v.vertex = UnityObjectToClipPos(v.vertex);
v.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
v.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return v;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PowerUI/StandardUI Cull/Normal" {
Properties {
_Font ("Font Texture", 2D) = "white" {}
......@@ -40,7 +38,7 @@ Shader "PowerUI/StandardUI Cull/Normal" {
uniform float4 _MainTex_ST;
appdata_t vert (appdata_t v) {
v.vertex = UnityObjectToClipPos( v.vertex );
v.vertex = mul( UNITY_MATRIX_MVP, v.vertex );
return v;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PowerUI/StandardUI/Extruded" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
......@@ -36,7 +34,7 @@ Shader "PowerUI/StandardUI/Extruded" {
appdata_t vert (appdata_t v)
{
v.vertex = UnityObjectToClipPos(v.vertex);
v.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
v.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return v;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PowerUI/StandardUI/Isolated" {
Properties {
_MainTex ("Graphical Sprite", 2D) = "white" {}
......@@ -36,7 +34,7 @@ Shader "PowerUI/StandardUI/Isolated" {
appdata_t vert (appdata_t v)
{
v.vertex = UnityObjectToClipPos(v.vertex);
v.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
v.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return v;
}
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PowerUI/StandardUI/Normal" {
Properties {
_Font ("Font Texture", 2D) = "white" {}
......@@ -40,7 +38,7 @@ Shader "PowerUI/StandardUI/Normal" {
uniform float4 _MainTex_ST;
appdata_t vert (appdata_t v) {
v.vertex = UnityObjectToClipPos( v.vertex );
v.vertex = mul( UNITY_MATRIX_MVP, v.vertex );
return v;
}
......