Commit 44a0eaf0 authored by lllyasviel's avatar lllyasviel Committed by GitHub

Merge pull request #8 from 976047167/master

升级至unity5.62f。
parents ff8d0bc2 faeade54
Library/
Temp/
.vs/
*.sln
*.csproj
Shader "Custom/WaterBlur" { // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/WaterBlur" {
Properties { Properties {
_blurSizeXY("BlurSizeXY", Range(0,10)) = 2 _blurSizeXY("BlurSizeXY", Range(0,10)) = 2
} }
...@@ -29,7 +31,7 @@ struct v2f { ...@@ -29,7 +31,7 @@ struct v2f {
v2f vert(data i){ v2f vert(data i){
v2f o; v2f o;
o.position = mul(UNITY_MATRIX_MVP, i.vertex); o.position = UnityObjectToClipPos(i.vertex);
o.screenPos = o.position; o.screenPos = o.position;
return o; return o;
} }
......
...@@ -370,7 +370,7 @@ public class MegaMeshPage : MonoBehaviour ...@@ -370,7 +370,7 @@ public class MegaMeshPage : MonoBehaviour
BuildTangents(mesh); BuildTangents(mesh);
if ( optimize ) if ( optimize )
mesh.Optimize(); ;
mesh.RecalculateBounds(); mesh.RecalculateBounds();
} }
...@@ -633,7 +633,7 @@ public class MegaMeshPage : MonoBehaviour ...@@ -633,7 +633,7 @@ public class MegaMeshPage : MonoBehaviour
BuildTangents(mesh); BuildTangents(mesh);
if ( optimize ) if ( optimize )
mesh.Optimize(); ;
mesh.RecalculateBounds(); mesh.RecalculateBounds();
} }
......
Shader "Custom/ArrowShader" // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/ArrowShader"
{ {
Properties Properties
{ {
...@@ -61,7 +63,7 @@ ...@@ -61,7 +63,7 @@
v2f vert_arrow (appdata_t v) v2f vert_arrow (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o; return o;
} }
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect" Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect"
{ {
//-----------------------------------【属性 || Properties】------------------------------------------ //-----------------------------------【属性 || Properties】------------------------------------------
...@@ -126,7 +128,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect" ...@@ -126,7 +128,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect"
//【6.2】填充输出结构 //【6.2】填充输出结构
//将三维空间中的坐标投影到二维窗口 //将三维空间中的坐标投影到二维窗口
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
//对图像的降采样:取像素上下左右周围的点,分别存于四级纹理坐标中 //对图像的降采样:取像素上下左右周围的点,分别存于四级纹理坐标中
o.uv20 = v.texcoord + _MainTex_TexelSize.xy* half2(0.5h, 0.5h);; o.uv20 = v.texcoord + _MainTex_TexelSize.xy* half2(0.5h, 0.5h);;
o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, -0.5h); o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, -0.5h);
...@@ -172,7 +174,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect" ...@@ -172,7 +174,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect"
//【9.2】填充输出结构 //【9.2】填充输出结构
//将三维空间中的坐标投影到二维窗口 //将三维空间中的坐标投影到二维窗口
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
//纹理坐标 //纹理坐标
o.uv = half4(v.texcoord.xy, 1, 1); o.uv = half4(v.texcoord.xy, 1, 1);
//计算X方向的偏移量 //计算X方向的偏移量
...@@ -190,7 +192,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect" ...@@ -190,7 +192,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect"
//【10.2】填充输出结构 //【10.2】填充输出结构
//将三维空间中的坐标投影到二维窗口 //将三维空间中的坐标投影到二维窗口
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
//纹理坐标 //纹理坐标
o.uv = half4(v.texcoord.xy, 1, 1); o.uv = half4(v.texcoord.xy, 1, 1);
//计算Y方向的偏移量 //计算Y方向的偏移量
......
...@@ -16,7 +16,7 @@ public class MonoCardInDeckManager : MonoBehaviour { ...@@ -16,7 +16,7 @@ public class MonoCardInDeckManager : MonoBehaviour {
if (pic != null) if (pic != null)
{ {
loadedPicCode = cardData.Id; loadedPicCode = cardData.Id;
gameObject.transform.FindChild("face").GetComponent<Renderer>().material.mainTexture = pic; gameObject.transform.Find("face").GetComponent<Renderer>().material.mainTexture = pic;
} }
} }
if (Program.I().deckManager.currentBanlist != loaded_banlist) if (Program.I().deckManager.currentBanlist != loaded_banlist)
......
...@@ -11,7 +11,7 @@ public class forceColor : MonoBehaviour { ...@@ -11,7 +11,7 @@ public class forceColor : MonoBehaviour {
DestroyImmediate(item); DestroyImmediate(item);
} }
Color c; Color c;
UnityEngine.Color.TryParseHexString(Config.Getui("allUI.color"), out c); ColorUtility.TryParseHtmlString(Config.Getui("allUI.color"), out c);
var sprites = GetComponentsInChildren<UISprite>(); var sprites = GetComponentsInChildren<UISprite>();
foreach (var item in sprites) foreach (var item in sprites)
{ {
...@@ -27,7 +27,7 @@ public class forceColor : MonoBehaviour { ...@@ -27,7 +27,7 @@ public class forceColor : MonoBehaviour {
} }
} }
} }
UnityEngine.Color.TryParseHexString(Config.Getui("List.color"), out c); ColorUtility.TryParseHtmlString(Config.Getui("List.color"), out c);
var lists = GetComponentsInChildren<UIPopupList>(); var lists = GetComponentsInChildren<UIPopupList>();
foreach (var item in lists) foreach (var item in lists)
{ {
...@@ -41,7 +41,7 @@ public class forceColor : MonoBehaviour { ...@@ -41,7 +41,7 @@ public class forceColor : MonoBehaviour {
{ {
} }
} }
UnityEngine.Color.TryParseHexString(Config.Getui("lable.color"), out c); ColorUtility.TryParseHtmlString(Config.Getui("lable.color"), out c);
var ls = GetComponentsInChildren<UILabel>(); var ls = GetComponentsInChildren<UILabel>();
foreach (var item in ls) foreach (var item in ls)
{ {
...@@ -49,7 +49,7 @@ public class forceColor : MonoBehaviour { ...@@ -49,7 +49,7 @@ public class forceColor : MonoBehaviour {
item.gradientTop = c; item.gradientTop = c;
item.gradientBottom = Color.gray; item.gradientBottom = Color.gray;
} }
UnityEngine.Color.TryParseHexString(Config.Getui("lable.color.fadecolor"), out c); ColorUtility.TryParseHtmlString(Config.Getui("lable.color.fadecolor"), out c);
ls = GetComponentsInChildren<UILabel>(); ls = GetComponentsInChildren<UILabel>();
foreach (var item in ls) foreach (var item in ls)
{ {
......
...@@ -62,7 +62,7 @@ public class barPngLoader : MonoBehaviour { ...@@ -62,7 +62,7 @@ public class barPngLoader : MonoBehaviour {
api_name.height = int.Parse(mats[1]); api_name.height = int.Parse(mats[1]);
break; break;
case "playerNameLable.color": case "playerNameLable.color":
Color.TryParseHexString(mats[1],out c); ColorUtility.TryParseHtmlString(mats[1],out c);
api_name.color = c; api_name.color = c;
api_name.gradientTop = api_name.color; api_name.gradientTop = api_name.color;
break; break;
...@@ -107,7 +107,7 @@ public class barPngLoader : MonoBehaviour { ...@@ -107,7 +107,7 @@ public class barPngLoader : MonoBehaviour {
api_healthHint.height = int.Parse(mats[1]); api_healthHint.height = int.Parse(mats[1]);
break; break;
case "healthLable.color": case "healthLable.color":
Color.TryParseHexString(mats[1], out c); ColorUtility.TryParseHtmlString(mats[1], out c);
api_healthHint.color = c; api_healthHint.color = c;
api_healthHint.gradientTop = api_name.color; api_healthHint.gradientTop = api_name.color;
break; break;
...@@ -152,7 +152,7 @@ public class barPngLoader : MonoBehaviour { ...@@ -152,7 +152,7 @@ public class barPngLoader : MonoBehaviour {
api_timeHint.height = int.Parse(mats[1]); api_timeHint.height = int.Parse(mats[1]);
break; break;
case "timeLable.color": case "timeLable.color":
Color.TryParseHexString(mats[1], out c); ColorUtility.TryParseHtmlString(mats[1], out c);
api_timeHint.color = c; api_timeHint.color = c;
api_timeHint.gradientTop = api_name.color; api_timeHint.gradientTop = api_name.color;
break; break;
......
...@@ -81,7 +81,7 @@ public class gameInfo : MonoBehaviour ...@@ -81,7 +81,7 @@ public class gameInfo : MonoBehaviour
child.gameObject.layer = gameObject.layer; child.gameObject.layer = gameObject.layer;
} }
Color c; Color c;
UnityEngine.Color.TryParseHexString(Config.Getui("gameChainCheckArea.color"), out c); ColorUtility.TryParseHtmlString(Config.Getui("gameChainCheckArea.color"), out c);
UIHelper.getByName<UISprite>(UIHelper.getByName<UIToggle>(gameObject, "ignore_").gameObject, "Background").color = c; UIHelper.getByName<UISprite>(UIHelper.getByName<UIToggle>(gameObject, "ignore_").gameObject, "Background").color = c;
UIHelper.getByName<UISprite>(UIHelper.getByName<UIToggle>(gameObject, "watch_").gameObject, "Background").color = c; UIHelper.getByName<UISprite>(UIHelper.getByName<UIToggle>(gameObject, "watch_").gameObject, "Background").color = c;
UIHelper.getByName<UISprite>(UIHelper.getByName<UIToggle>(gameObject, "use_").gameObject, "Background").color = c; UIHelper.getByName<UISprite>(UIHelper.getByName<UIToggle>(gameObject, "use_").gameObject, "Background").color = c;
......
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...@@ -68,7 +68,7 @@ public class iconSetForButton : MonoBehaviour ...@@ -68,7 +68,7 @@ public class iconSetForButton : MonoBehaviour
break; break;
} }
Color c; Color c;
UnityEngine.Color.TryParseHexString(Config.Getui("gameButtonSign.color"), out c); ColorUtility.TryParseHtmlString(Config.Getui("gameButtonSign.color"), out c);
UITextureInButton.color = c; UITextureInButton.color = c;
} }
public void setText(string hint) public void setText(string hint)
......
...@@ -366,7 +366,7 @@ public class RopeEditor : EditorWindow ...@@ -366,7 +366,7 @@ public class RopeEditor : EditorWindow
ropeObj.jointPhysicsSettings.interpolation = (RigidbodyInterpolation)EditorGUILayout.EnumPopup("Interpolation Mode", ropeObj.jointPhysicsSettings.interpolation); ropeObj.jointPhysicsSettings.interpolation = (RigidbodyInterpolation)EditorGUILayout.EnumPopup("Interpolation Mode", ropeObj.jointPhysicsSettings.interpolation);
GUILayout.Space(10); GUILayout.Space(10);
GUILayout.Label("Physics Iteration [Affects ALL Scene Objects]"); GUILayout.Label("Physics Iteration [Affects ALL Scene Objects]");
Physics.solverIterationCount = (int)EditorGUILayout.Slider(Physics.solverIterationCount, 5, 100); Physics.defaultSolverIterations = (int)EditorGUILayout.Slider(Physics.defaultSolverIterations, 5, 100);
GUILayout.Space(10); GUILayout.Space(10);
GUILayout.Label("Collision Mode Used in Unity 3.0 ONLY"); GUILayout.Label("Collision Mode Used in Unity 3.0 ONLY");
ropeObj.jointPhysicsSettings.collisionMode = (Rope2.CollisionDetectMode)EditorGUILayout.EnumPopup("Collision Mode", ropeObj.jointPhysicsSettings.collisionMode); ropeObj.jointPhysicsSettings.collisionMode = (Rope2.CollisionDetectMode)EditorGUILayout.EnumPopup("Collision Mode", ropeObj.jointPhysicsSettings.collisionMode);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Transparent/Refractive" Shader "Transparent/Refractive"
{ {
Properties Properties
...@@ -64,7 +66,7 @@ Shader "Transparent/Refractive" ...@@ -64,7 +66,7 @@ Shader "Transparent/Refractive"
void vert (inout appdata_full v, out Input o) void vert (inout appdata_full v, out Input o)
{ {
UNITY_INITIALIZE_OUTPUT(Input, o); UNITY_INITIALIZE_OUTPUT(Input, o);
o.position = mul(UNITY_MATRIX_MVP, v.vertex); o.position = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
float scale = -1.0; float scale = -1.0;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Masked Colored" Shader "Unlit/Masked Colored"
{ {
Properties Properties
...@@ -54,7 +56,7 @@ Shader "Unlit/Masked Colored" ...@@ -54,7 +56,7 @@ Shader "Unlit/Masked Colored"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o; return o;
......
...@@ -32,7 +32,7 @@ public static class NGUIEditorExtensions ...@@ -32,7 +32,7 @@ public static class NGUIEditorExtensions
{ {
rt = new RenderTexture(width, height, 1); rt = new RenderTexture(width, height, 1);
rt.hideFlags = HideFlags.HideAndDontSave; rt.hideFlags = HideFlags.HideAndDontSave;
rt.generateMips = false; rt.autoGenerateMips = false;
rt.format = RenderTextureFormat.ARGB32; rt.format = RenderTextureFormat.ARGB32;
rt.filterMode = FilterMode.Trilinear; rt.filterMode = FilterMode.Trilinear;
rt.anisoLevel = 4; rt.anisoLevel = 4;
......
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Highlighted/Blur" Shader "Hidden/Highlighted/Blur"
{ {
Properties Properties
...@@ -38,7 +40,7 @@ Shader "Hidden/Highlighted/Blur" ...@@ -38,7 +40,7 @@ Shader "Hidden/Highlighted/Blur"
{ {
// Shader code optimized for the Unity shader compiler // Shader code optimized for the Unity shader compiler
v2f o; v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
half2 offs = _MainTex_TexelSize.xy * _OffsetScale; half2 offs = _MainTex_TexelSize.xy * _OffsetScale;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Highlighted/Composite" Shader "Hidden/Highlighted/Composite"
{ {
Properties Properties
...@@ -38,7 +40,7 @@ Shader "Hidden/Highlighted/Composite" ...@@ -38,7 +40,7 @@ Shader "Hidden/Highlighted/Composite"
v2f vert (appdata_img v) v2f vert (appdata_img v)
{ {
v2f o; v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy; o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy; o.uv[1] = v.texcoord.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
#ifndef HIGHLIGHTING_CG_INCLUDED #ifndef HIGHLIGHTING_CG_INCLUDED
#define HIGHLIGHTING_CG_INCLUDED #define HIGHLIGHTING_CG_INCLUDED
...@@ -13,7 +15,7 @@ struct appdata_vert ...@@ -13,7 +15,7 @@ struct appdata_vert
float4 vert(appdata_vert v) : POSITION float4 vert(appdata_vert v) : POSITION
{ {
return mul(UNITY_MATRIX_MVP, v.vertex); return UnityObjectToClipPos(v.vertex);
} }
fixed4 frag() : COLOR fixed4 frag() : COLOR
...@@ -41,7 +43,7 @@ struct v2f ...@@ -41,7 +43,7 @@ struct v2f
v2f vert_alpha(appdata_vert_tex v) v2f vert_alpha(appdata_vert_tex v)
{ {
v2f o; v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o; return o;
} }
......
...@@ -121,10 +121,10 @@ public class gameCard : OCGobject ...@@ -121,10 +121,10 @@ public class gameCard : OCGobject
public gameCard() public gameCard()
{ {
gameObject =Program.I().create(Program.I().mod_ocgcore_card); gameObject =Program.I().create(Program.I().mod_ocgcore_card);
gameObject_face = gameObject.transform.FindChild("card").FindChild("face").gameObject; gameObject_face = gameObject.transform.Find("card").Find("face").gameObject;
gameObject_back = gameObject.transform.FindChild("card").FindChild("back").gameObject; gameObject_back = gameObject.transform.Find("card").Find("back").gameObject;
gameObject_event_main = gameObject.transform.FindChild("card").FindChild("event").gameObject; gameObject_event_main = gameObject.transform.Find("card").Find("event").gameObject;
cardHint = gameObject.transform.FindChild("text").GetComponent<TMPro.TextMeshPro>(); cardHint = gameObject.transform.Find("text").GetComponent<TMPro.TextMeshPro>();
SpSummonFlash = insFlash("0099ff"); SpSummonFlash = insFlash("0099ff");
ActiveFlash = insFlash("00ff66"); ActiveFlash = insFlash("00ff66");
SelectFlash = insFlash("ff8000"); SelectFlash = insFlash("ff8000");
...@@ -962,7 +962,7 @@ public class gameCard : OCGobject ...@@ -962,7 +962,7 @@ public class gameCard : OCGobject
try try
{ {
gameObject_event_main.GetComponent<MeshCollider>().enabled = true; gameObject_event_main.GetComponent<MeshCollider>().enabled = true;
gameObject.transform.FindChild("card").GetComponent<animation_floating_slow>().enabled = true; gameObject.transform.Find("card").GetComponent<animation_floating_slow>().enabled = true;
} }
catch (System.Exception e) catch (System.Exception e)
{ {
...@@ -984,7 +984,7 @@ public class gameCard : OCGobject ...@@ -984,7 +984,7 @@ public class gameCard : OCGobject
try try
{ {
gameObject_event_main.GetComponent<MeshCollider>().enabled = false; gameObject_event_main.GetComponent<MeshCollider>().enabled = false;
gameObject.transform.FindChild("card").GetComponent<animation_floating_slow>().enabled = false; gameObject.transform.Find("card").GetComponent<animation_floating_slow>().enabled = false;
destroy(gameObject_event_card_bed); destroy(gameObject_event_card_bed);
} }
catch (System.Exception e) catch (System.Exception e)
...@@ -998,7 +998,7 @@ public class gameCard : OCGobject ...@@ -998,7 +998,7 @@ public class gameCard : OCGobject
refreshFunctions.Remove(this.card_verticle_drawing_handler); refreshFunctions.Remove(this.card_verticle_drawing_handler);
refreshFunctions.Remove(this.monster_cloude_handler); refreshFunctions.Remove(this.monster_cloude_handler);
refreshFunctions.Remove(this.card_floating_text_handler); refreshFunctions.Remove(this.card_floating_text_handler);
gameObject.transform.FindChild("card").transform.localPosition = Vector3.zero; gameObject.transform.Find("card").transform.localPosition = Vector3.zero;
set_text(""); set_text("");
//caculateAbility(); //caculateAbility();
} }
...@@ -1007,7 +1007,7 @@ public class gameCard : OCGobject ...@@ -1007,7 +1007,7 @@ public class gameCard : OCGobject
try try
{ {
gameObject_event_main.GetComponent<MeshCollider>().enabled = true; gameObject_event_main.GetComponent<MeshCollider>().enabled = true;
gameObject.transform.FindChild("card").GetComponent<animation_floating_slow>().enabled = true; gameObject.transform.Find("card").GetComponent<animation_floating_slow>().enabled = true;
} }
catch (System.Exception e) catch (System.Exception e)
{ {
...@@ -2062,9 +2062,9 @@ public class gameCard : OCGobject ...@@ -2062,9 +2062,9 @@ public class gameCard : OCGobject
flash.transform.SetParent(gameObject_face.transform, false); flash.transform.SetParent(gameObject_face.transform, false);
flash.transform.localPosition = Vector3.zero; flash.transform.localPosition = Vector3.zero;
Color tcl = Color.yellow; Color tcl = Color.yellow;
Color.TryParseHexString(color, out tcl); ColorUtility.TryParseHtmlString(color, out tcl);
flash.flashingStartColor = tcl; flash.flashingStartColor = tcl;
Color.TryParseHexString("000000", out tcl); ColorUtility.TryParseHtmlString("000000", out tcl);
flash.flashingEndColor = tcl; flash.flashingEndColor = tcl;
return flash; return flash;
} }
...@@ -2078,9 +2078,9 @@ public class gameCard : OCGobject ...@@ -2078,9 +2078,9 @@ public class gameCard : OCGobject
MouseFlash.transform.SetParent(gameObject_face.transform, false); MouseFlash.transform.SetParent(gameObject_face.transform, false);
MouseFlash.transform.localPosition = Vector3.zero; MouseFlash.transform.localPosition = Vector3.zero;
Color tcl = Color.yellow; Color tcl = Color.yellow;
Color.TryParseHexString("ff8000", out tcl); ColorUtility.TryParseHtmlString("ff8000", out tcl);
MouseFlash.flashingStartColor = tcl; MouseFlash.flashingStartColor = tcl;
Color.TryParseHexString("ffffff", out tcl); ColorUtility.TryParseHtmlString("ffffff", out tcl);
MouseFlash.flashingEndColor = tcl; MouseFlash.flashingEndColor = tcl;
} }
MouseFlash.gameObject.SetActive(true); MouseFlash.gameObject.SetActive(true);
......
...@@ -297,8 +297,8 @@ public class GameField : OCGobject ...@@ -297,8 +297,8 @@ public class GameField : OCGobject
if (p_hole_me == null) if (p_hole_me == null)
{ {
p_hole_me = create(Program.I().mod_ocgcore_ss_p_idle_effect, new Vector3(0, 0, 0)); p_hole_me = create(Program.I().mod_ocgcore_ss_p_idle_effect, new Vector3(0, 0, 0));
p_hole_mel = p_hole_me.transform.FindChild("l"); p_hole_mel = p_hole_me.transform.Find("l");
p_hole_mer = p_hole_me.transform.FindChild("r"); p_hole_mer = p_hole_me.transform.Find("r");
prereal = 0; prereal = 0;
} }
} }
...@@ -317,8 +317,8 @@ public class GameField : OCGobject ...@@ -317,8 +317,8 @@ public class GameField : OCGobject
if (p_hole_op == null) if (p_hole_op == null)
{ {
p_hole_op = create(Program.I().mod_ocgcore_ss_p_idle_effect, new Vector3(0, 0, 0)); p_hole_op = create(Program.I().mod_ocgcore_ss_p_idle_effect, new Vector3(0, 0, 0));
p_hole_opl = p_hole_op.transform.FindChild("l"); p_hole_opl = p_hole_op.transform.Find("l");
p_hole_opr = p_hole_op.transform.FindChild("r"); p_hole_opr = p_hole_op.transform.Find("r");
prereal = 0; prereal = 0;
} }
} }
......
...@@ -4645,8 +4645,8 @@ public class Ocgcore : ServantWithCardDescription ...@@ -4645,8 +4645,8 @@ public class Ocgcore : ServantWithCardDescription
if (psum) if (psum)
{ {
float real = (Program.fieldSize - 1) * 0.9f + 1f; float real = (Program.fieldSize - 1) * 0.9f + 1f;
Program.I().mod_ocgcore_ss_p_sum_effect.transform.FindChild("l").localPosition = new Vector3(-15.2f * real, 0, 0); Program.I().mod_ocgcore_ss_p_sum_effect.transform.Find("l").localPosition = new Vector3(-15.2f * real, 0, 0);
Program.I().mod_ocgcore_ss_p_sum_effect.transform.FindChild("r").localPosition = new Vector3(14.65f * real, 0, 0); Program.I().mod_ocgcore_ss_p_sum_effect.transform.Find("r").localPosition = new Vector3(14.65f * real, 0, 0);
MonoBehaviour.Destroy((GameObject)MonoBehaviour.Instantiate(Program.I().mod_ocgcore_ss_p_sum_effect, pvector, Quaternion.identity), 5f); MonoBehaviour.Destroy((GameObject)MonoBehaviour.Instantiate(Program.I().mod_ocgcore_ss_p_sum_effect, pvector, Quaternion.identity), 5f);
} }
} }
...@@ -4719,8 +4719,8 @@ public class Ocgcore : ServantWithCardDescription ...@@ -4719,8 +4719,8 @@ public class Ocgcore : ServantWithCardDescription
if (psum) if (psum)
{ {
float real = (Program.fieldSize - 1) * 0.9f + 1f; float real = (Program.fieldSize - 1) * 0.9f + 1f;
Program.I().mod_ocgcore_ss_p_sum_effect.transform.FindChild("l").localPosition = new Vector3(-15.2f * real, 0, 0); Program.I().mod_ocgcore_ss_p_sum_effect.transform.Find("l").localPosition = new Vector3(-15.2f * real, 0, 0);
Program.I().mod_ocgcore_ss_p_sum_effect.transform.FindChild("r").localPosition = new Vector3(14.65f * real, 0, 0); Program.I().mod_ocgcore_ss_p_sum_effect.transform.Find("r").localPosition = new Vector3(14.65f * real, 0, 0);
MonoBehaviour.Destroy((GameObject)MonoBehaviour.Instantiate(Program.I().mod_ocgcore_ss_p_sum_effect, pvector, Quaternion.identity), 5f); MonoBehaviour.Destroy((GameObject)MonoBehaviour.Instantiate(Program.I().mod_ocgcore_ss_p_sum_effect, pvector, Quaternion.identity), 5f);
} }
......
...@@ -451,22 +451,22 @@ public class Program : MonoBehaviour ...@@ -451,22 +451,22 @@ public class Program : MonoBehaviour
if (ui_back_ground_2d == null) if (ui_back_ground_2d == null)
{ {
ui_back_ground_2d = create(mod_ui_2d); ui_back_ground_2d = create(mod_ui_2d);
camera_back_ground_2d = ui_back_ground_2d.transform.FindChild("Camera").GetComponent<Camera>(); camera_back_ground_2d = ui_back_ground_2d.transform.Find("Camera").GetComponent<Camera>();
} }
camera_back_ground_2d.depth = -2; camera_back_ground_2d.depth = -2;
ui_back_ground_2d.layer = 8; ui_back_ground_2d.layer = 8;
ui_back_ground_2d.transform.FindChild("Camera").gameObject.layer = 8; ui_back_ground_2d.transform.Find("Camera").gameObject.layer = 8;
camera_back_ground_2d.cullingMask = (int)Mathf.Pow(2, 8); camera_back_ground_2d.cullingMask = (int)Mathf.Pow(2, 8);
camera_back_ground_2d.clearFlags = CameraClearFlags.Depth; camera_back_ground_2d.clearFlags = CameraClearFlags.Depth;
if (ui_container_3d == null) if (ui_container_3d == null)
{ {
ui_container_3d = create(mod_ui_3d); ui_container_3d = create(mod_ui_3d);
camera_container_3d = ui_container_3d.transform.FindChild("Camera").GetComponent<Camera>(); camera_container_3d = ui_container_3d.transform.Find("Camera").GetComponent<Camera>();
} }
camera_container_3d.depth = -1; camera_container_3d.depth = -1;
ui_container_3d.layer = 9; ui_container_3d.layer = 9;
ui_container_3d.transform.FindChild("Camera").gameObject.layer = 9; ui_container_3d.transform.Find("Camera").gameObject.layer = 9;
camera_container_3d.cullingMask = (int)Mathf.Pow(2, 9); camera_container_3d.cullingMask = (int)Mathf.Pow(2, 9);
camera_container_3d.fieldOfView = 75; camera_container_3d.fieldOfView = 75;
camera_container_3d.rect = camera_game_main.rect; camera_container_3d.rect = camera_game_main.rect;
...@@ -481,11 +481,11 @@ public class Program : MonoBehaviour ...@@ -481,11 +481,11 @@ public class Program : MonoBehaviour
if (ui_main_2d == null) if (ui_main_2d == null)
{ {
ui_main_2d = create(mod_ui_2d); ui_main_2d = create(mod_ui_2d);
camera_main_2d = ui_main_2d.transform.FindChild("Camera").GetComponent<Camera>(); camera_main_2d = ui_main_2d.transform.Find("Camera").GetComponent<Camera>();
} }
camera_main_2d.depth = 3; camera_main_2d.depth = 3;
ui_main_2d.layer = 11; ui_main_2d.layer = 11;
ui_main_2d.transform.FindChild("Camera").gameObject.layer = 11; ui_main_2d.transform.Find("Camera").gameObject.layer = 11;
camera_main_2d.cullingMask = (int)Mathf.Pow(2, 11); camera_main_2d.cullingMask = (int)Mathf.Pow(2, 11);
camera_main_2d.clearFlags = CameraClearFlags.Depth; camera_main_2d.clearFlags = CameraClearFlags.Depth;
...@@ -493,11 +493,11 @@ public class Program : MonoBehaviour ...@@ -493,11 +493,11 @@ public class Program : MonoBehaviour
if (ui_windows_2d == null) if (ui_windows_2d == null)
{ {
ui_windows_2d = create(mod_ui_2d); ui_windows_2d = create(mod_ui_2d);
camera_windows_2d = ui_windows_2d.transform.FindChild("Camera").GetComponent<Camera>(); camera_windows_2d = ui_windows_2d.transform.Find("Camera").GetComponent<Camera>();
} }
camera_windows_2d.depth = 2; camera_windows_2d.depth = 2;
ui_windows_2d.layer = 19; ui_windows_2d.layer = 19;
ui_windows_2d.transform.FindChild("Camera").gameObject.layer = 19; ui_windows_2d.transform.Find("Camera").gameObject.layer = 19;
camera_windows_2d.cullingMask = (int)Mathf.Pow(2, 19); camera_windows_2d.cullingMask = (int)Mathf.Pow(2, 19);
camera_windows_2d.clearFlags = CameraClearFlags.Depth; camera_windows_2d.clearFlags = CameraClearFlags.Depth;
...@@ -505,11 +505,11 @@ public class Program : MonoBehaviour ...@@ -505,11 +505,11 @@ public class Program : MonoBehaviour
if (ui_main_3d == null) if (ui_main_3d == null)
{ {
ui_main_3d = create(mod_ui_3d); ui_main_3d = create(mod_ui_3d);
camera_main_3d = ui_main_3d.transform.FindChild("Camera").GetComponent<Camera>(); camera_main_3d = ui_main_3d.transform.Find("Camera").GetComponent<Camera>();
} }
camera_main_3d.depth = 1; camera_main_3d.depth = 1;
ui_main_3d.layer = 10; ui_main_3d.layer = 10;
ui_main_3d.transform.FindChild("Camera").gameObject.layer = 10; ui_main_3d.transform.Find("Camera").gameObject.layer = 10;
camera_main_3d.cullingMask = (int)Mathf.Pow(2, 10); camera_main_3d.cullingMask = (int)Mathf.Pow(2, 10);
camera_main_3d.fieldOfView = 75; camera_main_3d.fieldOfView = 75;
camera_main_3d.rect = new Rect(0, 0, 1, 1); camera_main_3d.rect = new Rect(0, 0, 1, 1);
......
...@@ -909,7 +909,7 @@ public class GameTextureManager ...@@ -909,7 +909,7 @@ public class GameTextureManager
N.Apply(); N.Apply();
try try
{ {
UnityEngine.Color.TryParseHexString(File.ReadAllText("texture\\duel\\chainColor.txt"), out chainColor); ColorUtility.TryParseHtmlString(File.ReadAllText("texture\\duel\\chainColor.txt"), out chainColor);
} }
catch (Exception) catch (Exception)
{ {
......
...@@ -11,7 +11,7 @@ public class WindowServantSP : Servant ...@@ -11,7 +11,7 @@ public class WindowServantSP : Servant
{ {
if (gameObject != null) if (gameObject != null)
{ {
var glass = gameObject.transform.FindChild("glass"); var glass = gameObject.transform.Find("glass");
UIPanel pan = gameObject.GetComponentInChildren<UIPanel>(); UIPanel pan = gameObject.GetComponentInChildren<UIPanel>();
if (pan != null) if (pan != null)
{ {
...@@ -35,7 +35,7 @@ public class WindowServantSP : Servant ...@@ -35,7 +35,7 @@ public class WindowServantSP : Servant
{ {
return; return;
} }
var glass = gameObject.transform.FindChild("glass"); var glass = gameObject.transform.Find("glass");
var panelKIller = gameObject.GetComponent<panelKIller>(); var panelKIller = gameObject.GetComponent<panelKIller>();
if (panelKIller == null) if (panelKIller == null)
{ {
...@@ -74,7 +74,7 @@ public class WindowServantSP : Servant ...@@ -74,7 +74,7 @@ public class WindowServantSP : Servant
panelKIller = gameObject.AddComponent<panelKIller>(); panelKIller = gameObject.AddComponent<panelKIller>();
} }
panelKIller.set(true); panelKIller.set(true);
var glass = gameObject.transform.FindChild("glass"); var glass = gameObject.transform.Find("glass");
if (glass != null) if (glass != null)
{ {
glass.gameObject.SetActive(true); glass.gameObject.SetActive(true);
......
...@@ -1627,8 +1627,8 @@ public class DeckManager : ServantWithCardDescription ...@@ -1627,8 +1627,8 @@ public class DeckManager : ServantWithCardDescription
if (r == null) if (r == null)
{ {
r = Program.I().create(Program.I().new_mod_cardInDeckManager).AddComponent<MonoCardInDeckManager>(); r = Program.I().create(Program.I().new_mod_cardInDeckManager).AddComponent<MonoCardInDeckManager>();
r.gameObject.transform.FindChild("back").gameObject.GetComponent<Renderer>().material.mainTexture = GameTextureManager.myBack; r.gameObject.transform.Find("back").gameObject.GetComponent<Renderer>().material.mainTexture = GameTextureManager.myBack;
r.gameObject.transform.FindChild("face").gameObject.GetComponent<Renderer>().material.mainTexture = GameTextureManager.myBack; r.gameObject.transform.Find("face").gameObject.GetComponent<Renderer>().material.mainTexture = GameTextureManager.myBack;
} }
r.gameObject.transform.position = new Vector3(0, 5, 0); r.gameObject.transform.position = new Vector3(0, 5, 0);
r.gameObject.transform.eulerAngles = new Vector3(90, 0, 0); r.gameObject.transform.eulerAngles = new Vector3(90, 0, 0);
......
...@@ -8,7 +8,7 @@ public class overlay_light : MonoBehaviour { ...@@ -8,7 +8,7 @@ public class overlay_light : MonoBehaviour {
{ {
try try
{ {
l = gameObject.transform.FindChild("light").gameObject; l = gameObject.transform.Find("light").gameObject;
v = new Vector3(get_rand(), get_rand(), get_rand()); v = new Vector3(get_rand(), get_rand(), get_rand());
Vector3 chuizhi = (new Vector3(1, 1, -(v.x + v.y) / v.z)) / Vector3.Distance(Vector3.zero, new Vector3(1, 1, -(v.x + v.y) / v.z)); Vector3 chuizhi = (new Vector3(1, 1, -(v.x + v.y) / v.z)) / Vector3.Distance(Vector3.zero, new Vector3(1, 1, -(v.x + v.y) / v.z));
l.transform.localPosition = chuizhi * 5; l.transform.localPosition = chuizhi * 5;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Community contribution: http://www.tasharen.com/forum/index.php?topic=9268.0 // Community contribution: http://www.tasharen.com/forum/index.php?topic=9268.0
Shader "Hidden/Unlit/Premultiplied Colored (TextureClip)" Shader "Hidden/Unlit/Premultiplied Colored (TextureClip)"
{ {
...@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Premultiplied Colored (TextureClip)" ...@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Premultiplied Colored (TextureClip)"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5); o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Premultiplied Colored 1" Shader "Hidden/Unlit/Premultiplied Colored 1"
{ {
Properties Properties
...@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 1" ...@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 1"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Premultiplied Colored 2" Shader "Hidden/Unlit/Premultiplied Colored 2"
{ {
Properties Properties
...@@ -64,7 +66,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 2" ...@@ -64,7 +66,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 2"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Premultiplied Colored 3" Shader "Hidden/Unlit/Premultiplied Colored 3"
{ {
Properties Properties
...@@ -67,7 +69,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 3" ...@@ -67,7 +69,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 3"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Premultiplied Colored" Shader "Unlit/Premultiplied Colored"
{ {
Properties Properties
...@@ -52,7 +54,7 @@ Shader "Unlit/Premultiplied Colored" ...@@ -52,7 +54,7 @@ Shader "Unlit/Premultiplied Colored"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.color = v.color; o.color = v.color;
return o; return o;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Text (TextureClip)" Shader "Hidden/Unlit/Text (TextureClip)"
{ {
Properties Properties
...@@ -53,7 +55,7 @@ Shader "Hidden/Unlit/Text (TextureClip)" ...@@ -53,7 +55,7 @@ Shader "Hidden/Unlit/Text (TextureClip)"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5); o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Text 1" Shader "Hidden/Unlit/Text 1"
{ {
Properties Properties
...@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Text 1" ...@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Text 1"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Text 2" Shader "Hidden/Unlit/Text 2"
{ {
Properties Properties
...@@ -64,7 +66,7 @@ Shader "Hidden/Unlit/Text 2" ...@@ -64,7 +66,7 @@ Shader "Hidden/Unlit/Text 2"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Text 3" Shader "Hidden/Unlit/Text 3"
{ {
Properties Properties
...@@ -67,7 +69,7 @@ Shader "Hidden/Unlit/Text 3" ...@@ -67,7 +69,7 @@ Shader "Hidden/Unlit/Text 3"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Text" Shader "Unlit/Text"
{ {
Properties Properties
...@@ -50,7 +52,7 @@ Shader "Unlit/Text" ...@@ -50,7 +52,7 @@ Shader "Unlit/Text"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.color = v.color; o.color = v.color;
return o; return o;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Transparent Colored (Packed) (TextureClip)" Shader "Unlit/Transparent Colored (Packed) (TextureClip)"
{ {
Properties Properties
...@@ -54,7 +56,7 @@ Shader "Unlit/Transparent Colored (Packed) (TextureClip)" ...@@ -54,7 +56,7 @@ Shader "Unlit/Transparent Colored (Packed) (TextureClip)"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Community contribution: http://www.tasharen.com/forum/index.php?topic=9268.0 // Community contribution: http://www.tasharen.com/forum/index.php?topic=9268.0
Shader "Hidden/Unlit/Transparent Colored (TextureClip)" Shader "Hidden/Unlit/Transparent Colored (TextureClip)"
{ {
...@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Transparent Colored (TextureClip)" ...@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Transparent Colored (TextureClip)"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5); o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Colored 1" Shader "Hidden/Unlit/Transparent Colored 1"
{ {
Properties Properties
...@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Transparent Colored 1" ...@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Transparent Colored 1"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Colored 2" Shader "Hidden/Unlit/Transparent Colored 2"
{ {
Properties Properties
...@@ -65,7 +67,7 @@ Shader "Hidden/Unlit/Transparent Colored 2" ...@@ -65,7 +67,7 @@ Shader "Hidden/Unlit/Transparent Colored 2"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Colored 3" Shader "Hidden/Unlit/Transparent Colored 3"
{ {
Properties Properties
...@@ -68,7 +70,7 @@ Shader "Hidden/Unlit/Transparent Colored 3" ...@@ -68,7 +70,7 @@ Shader "Hidden/Unlit/Transparent Colored 3"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Transparent Colored" Shader "Unlit/Transparent Colored"
{ {
Properties Properties
...@@ -51,7 +53,7 @@ Shader "Unlit/Transparent Colored" ...@@ -51,7 +53,7 @@ Shader "Unlit/Transparent Colored"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.color = v.color; o.color = v.color;
return o; return o;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Masked 1" Shader "Hidden/Unlit/Transparent Masked 1"
{ {
Properties Properties
...@@ -59,7 +61,7 @@ Shader "Hidden/Unlit/Transparent Masked 1" ...@@ -59,7 +61,7 @@ Shader "Hidden/Unlit/Transparent Masked 1"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1; o.texcoord1 = v.texcoord1;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Masked 2" Shader "Hidden/Unlit/Transparent Masked 2"
{ {
Properties Properties
...@@ -69,7 +71,7 @@ Shader "Hidden/Unlit/Transparent Masked 2" ...@@ -69,7 +71,7 @@ Shader "Hidden/Unlit/Transparent Masked 2"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1; o.texcoord1 = v.texcoord1;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Masked 3" Shader "Hidden/Unlit/Transparent Masked 3"
{ {
Properties Properties
...@@ -72,7 +74,7 @@ Shader "Hidden/Unlit/Transparent Masked 3" ...@@ -72,7 +74,7 @@ Shader "Hidden/Unlit/Transparent Masked 3"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1; o.texcoord1 = v.texcoord1;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Transparent Masked" Shader "Unlit/Transparent Masked"
{ {
Properties Properties
...@@ -55,7 +57,7 @@ Shader "Unlit/Transparent Masked" ...@@ -55,7 +57,7 @@ Shader "Unlit/Transparent Masked"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1; o.texcoord1 = v.texcoord1;
o.color = v.color; o.color = v.color;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Packed 1" Shader "Hidden/Unlit/Transparent Packed 1"
{ {
Properties Properties
...@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Transparent Packed 1" ...@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Transparent Packed 1"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Packed 2" Shader "Hidden/Unlit/Transparent Packed 2"
{ {
Properties Properties
...@@ -65,7 +67,7 @@ Shader "Hidden/Unlit/Transparent Packed 2" ...@@ -65,7 +67,7 @@ Shader "Hidden/Unlit/Transparent Packed 2"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Packed 3" Shader "Hidden/Unlit/Transparent Packed 3"
{ {
Properties Properties
...@@ -68,7 +70,7 @@ Shader "Hidden/Unlit/Transparent Packed 3" ...@@ -68,7 +70,7 @@ Shader "Hidden/Unlit/Transparent Packed 3"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy; o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Transparent Packed" Shader "Unlit/Transparent Packed"
{ {
Properties Properties
...@@ -53,7 +55,7 @@ Shader "Unlit/Transparent Packed" ...@@ -53,7 +55,7 @@ Shader "Unlit/Transparent Packed"
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = v.texcoord; o.texcoord = v.texcoord;
return o; return o;
......
...@@ -10,7 +10,7 @@ namespace TMPro.Examples ...@@ -10,7 +10,7 @@ namespace TMPro.Examples
private GameObject m_floatingText; private GameObject m_floatingText;
private TextMeshPro m_textMeshPro; private TextMeshPro m_textMeshPro;
private TextMesh m_textMesh; private TextMesh m_textMesh;
private NavMeshAgent m_navAgent; private UnityEngine.AI.NavMeshAgent m_navAgent;
private Transform m_transform; private Transform m_transform;
private Transform m_floatingText_Transform; private Transform m_floatingText_Transform;
...@@ -24,7 +24,7 @@ namespace TMPro.Examples ...@@ -24,7 +24,7 @@ namespace TMPro.Examples
void Awake() void Awake()
{ {
m_transform = transform; m_transform = transform;
m_navAgent = GetComponent<NavMeshAgent>(); m_navAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
m_floatingText = new GameObject(m_transform.name + " floating text"); m_floatingText = new GameObject(m_transform.name + " floating text");
m_floatingText_Transform = m_floatingText.transform; m_floatingText_Transform = m_floatingText.transform;
......
fileFormatVersion: 2
guid: 91fec1b28f9a91b42abd9257cd4d129b
folderAsset: yes
timeCreated: 1458307470
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TMPro/Mobile/Bitmap" { Shader "TMPro/Mobile/Bitmap" {
Properties { Properties {
...@@ -45,7 +47,7 @@ SubShader { ...@@ -45,7 +47,7 @@ SubShader {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = UnityPixelSnap(mul(UNITY_MATRIX_MVP, v.vertex)); o.vertex = UnityPixelSnap(UnityObjectToClipPos(v.vertex));
//o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); //o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color; o.color = v.color;
if(o.color.a > .5) o.color.a -= .5; if(o.color.a > .5) o.color.a -= .5;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved // Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement // This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms // A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...@@ -69,7 +71,7 @@ SubShader { ...@@ -69,7 +71,7 @@ SubShader {
float4 vert = i.vertex; float4 vert = i.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
float4 vPosition = UnityPixelSnap(mul(UNITY_MATRIX_MVP, vert)); float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = i.color; fixed4 faceColor = i.color;
if(faceColor.a > .5) faceColor.a -= .5; if(faceColor.a > .5) faceColor.a -= .5;
......
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved // Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreementoutline // This code can only be used under the standard Unity Asset Store End User License Agreementoutline
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms // A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...@@ -135,7 +138,7 @@ SubShader { ...@@ -135,7 +138,7 @@ SubShader {
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
float4 vPosition = mul(UNITY_MATRIX_MVP, vert); float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
...@@ -183,7 +186,7 @@ SubShader { ...@@ -183,7 +186,7 @@ SubShader {
float4(input.texcoord0, UnpackUV(input.texcoord1.x)), float4(input.texcoord0, UnpackUV(input.texcoord1.x)),
float4(alphaClip, scale, bias, weight), float4(alphaClip, scale, bias, weight),
float4(vert.xy-_MaskCoord.xy, .5/pixelSize.xy), float4(vert.xy-_MaskCoord.xy, .5/pixelSize.xy),
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(_Object2World, vert).xyz), mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4(input.texcoord0 + bOffset, bScale, bBias), float4(input.texcoord0 + bOffset, bScale, bBias),
underlayColor, underlayColor,
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved // Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement // This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms // A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...@@ -122,7 +124,7 @@ SubShader { ...@@ -122,7 +124,7 @@ SubShader {
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
float4 vPosition = mul(UNITY_MATRIX_MVP, vert); float4 vPosition = UnityObjectToClipPos(vert);
// Derivative Implementation // Derivative Implementation
float2 dx = ddx(input.texcoord0); float2 dx = ddx(input.texcoord0);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved // Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement // This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms // A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...@@ -102,7 +104,7 @@ SubShader { ...@@ -102,7 +104,7 @@ SubShader {
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
float4 vPosition = mul(UNITY_MATRIX_MVP, vert); float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved // Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement // This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms // A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...@@ -122,7 +124,7 @@ SubShader { ...@@ -122,7 +124,7 @@ SubShader {
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
float4 vPosition = mul(UNITY_MATRIX_MVP, vert); float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
......
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved // Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreementoutline // This code can only be used under the standard Unity Asset Store End User License Agreementoutline
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms // A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...@@ -157,7 +160,7 @@ SubShader { ...@@ -157,7 +160,7 @@ SubShader {
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
float4 vPosition = mul(UNITY_MATRIX_MVP, vert); float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
...@@ -205,7 +208,7 @@ SubShader { ...@@ -205,7 +208,7 @@ SubShader {
float4(input.texcoord0, UnpackUV(input.texcoord1.x)), float4(input.texcoord0, UnpackUV(input.texcoord1.x)),
float4(alphaClip, scale, bias, weight), float4(alphaClip, scale, bias, weight),
float4(vert.xy-_MaskCoord.xy, .5/pixelSize.xy), float4(vert.xy-_MaskCoord.xy, .5/pixelSize.xy),
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(_Object2World, vert).xyz), mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4(input.texcoord0 + bOffset, bScale, bBias), float4(input.texcoord0 + bOffset, bScale, bBias),
underlayColor, underlayColor,
......
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved // Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement // This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms // A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...@@ -19,7 +22,7 @@ void VertShader(inout appdata_full v, out Input data) ...@@ -19,7 +22,7 @@ void VertShader(inout appdata_full v, out Input data)
data.param.y = 1;//v.texcoord1.y;// * _GradientScale * 1.5; data.param.y = 1;//v.texcoord1.y;// * _GradientScale * 1.5;
#else #else
float4 vert = v.vertex; float4 vert = v.vertex;
float4 vPosition = mul(UNITY_MATRIX_MVP, vert); float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w; // * unity_Scale.w; float2 pixelSize = vPosition.w; // * unity_Scale.w;
//pixelSize /= float2(_ScaleX * _ScreenParams.x * UNITY_MATRIX_P[0][0], _ScaleY * _ScreenParams.y * UNITY_MATRIX_P[1][1]); //pixelSize /= float2(_ScaleX * _ScreenParams.x * UNITY_MATRIX_P[0][0], _ScaleY * _ScreenParams.y * UNITY_MATRIX_P[1][1]);
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
...@@ -92,7 +95,7 @@ void PixShader(Input input, inout SurfaceOutput o) ...@@ -92,7 +95,7 @@ void PixShader(Input input, inout SurfaceOutput o)
n = normalize(n - bump); n = normalize(n - bump);
// Cubemap reflection // Cubemap reflection
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)_Object2World,n))); fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld,n)));
float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#else #else
float3 n = float3(0,0,-1); float3 n = float3(0,0,-1);
......
...@@ -71,16 +71,11 @@ namespace TMPro ...@@ -71,16 +71,11 @@ namespace TMPro
} }
protected override void OnFillVBO(List<UIVertex> vbo)
{
base.OnFillVBO(vbo);
//Debug.Log("OnFillVBO called.");
//vbo = m_manager.uiVertex.ToList();
protected override void OnPopulateMesh(VertexHelper vh)
{
base.OnPopulateMesh(vh);
} }
} }
} }
......
...@@ -1118,6 +1118,10 @@ namespace TMPro ...@@ -1118,6 +1118,10 @@ namespace TMPro
isInputParsingRequired = true; isInputParsingRequired = true;
} }
public void RecalculateMasking()
{
throw new NotImplementedException();
}
} }
} }
......
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folderAsset: yes
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licenseType: Pro
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licenseType: Pro
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/CullBack+1" { Shader "Effects/Distortion/CullBack+1" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
...@@ -37,7 +39,7 @@ struct Input { ...@@ -37,7 +39,7 @@ struct Input {
void vert (inout appdata_full v, out Input o) { void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o); UNITY_INITIALIZE_OUTPUT(Input,o);
float4 oPos = mul(UNITY_MATRIX_MVP, v.vertex); float4 oPos = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
float scale = -1.0; float scale = -1.0;
#else #else
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/CullBack+2" { Shader "Effects/Distortion/CullBack+2" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
...@@ -36,7 +38,7 @@ struct Input { ...@@ -36,7 +38,7 @@ struct Input {
void vert (inout appdata_full v, out Input o) { void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o); UNITY_INITIALIZE_OUTPUT(Input,o);
float4 oPos = mul(UNITY_MATRIX_MVP, v.vertex); float4 oPos = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
float scale = -1.0; float scale = -1.0;
#else #else
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/CullOff+1" { Shader "Effects/Distortion/CullOff+1" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
...@@ -39,7 +41,7 @@ struct Input { ...@@ -39,7 +41,7 @@ struct Input {
void vert (inout appdata_full v, out Input o) { void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o); UNITY_INITIALIZE_OUTPUT(Input,o);
float4 oPos = mul(UNITY_MATRIX_MVP, v.vertex); float4 oPos = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
float scale = -1.0; float scale = -1.0;
#else #else
......
Shader "Effects/Distortion/CutOutCullOff+1" { // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/CutOutCullOff+1" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {} _MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
...@@ -40,7 +42,7 @@ struct Input { ...@@ -40,7 +42,7 @@ struct Input {
void vert (inout appdata_full v, out Input o) { void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o); UNITY_INITIALIZE_OUTPUT(Input,o);
float4 oPos = mul(UNITY_MATRIX_MVP, v.vertex); float4 oPos = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
float scale = -1.0; float scale = -1.0;
#else #else
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/CutOutCullOff" { Shader "Effects/Distortion/CutOutCullOff" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
...@@ -40,7 +42,7 @@ struct Input { ...@@ -40,7 +42,7 @@ struct Input {
void vert (inout appdata_full v, out Input o) { void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o); UNITY_INITIALIZE_OUTPUT(Input,o);
float4 oPos = mul(UNITY_MATRIX_MVP, v.vertex); float4 oPos = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
float scale = -1.0; float scale = -1.0;
#else #else
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/Free/CullBack" { Shader "Effects/Distortion/Free/CullBack" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
...@@ -43,7 +45,7 @@ Category { ...@@ -43,7 +45,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o; return o;
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/Free/CullOff" { Shader "Effects/Distortion/Free/CullOff" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
...@@ -43,7 +45,7 @@ Category { ...@@ -43,7 +45,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o; return o;
......
Shader "Effects/Distortion/Free/CutOutCullOff" { // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Distortion/Free/CutOutCullOff" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {} _MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
...@@ -47,7 +49,7 @@ Category { ...@@ -47,7 +49,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord1,_CutoutTex); o.texcoord1 = TRANSFORM_TEX(v.texcoord1,_CutoutTex);
......
Shader "Effects/GlowAdditive" { // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/GlowAdditive" {
Properties { Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {} _MainTex ("Particle Texture", 2D) = "white" {}
...@@ -50,7 +52,7 @@ Category { ...@@ -50,7 +52,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON #ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex); o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z); COMPUTE_EYEDEPTH(o.projPos.z);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/GlowAdditiveSimple" { Shader "Effects/GlowAdditiveSimple" {
Properties { Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
...@@ -54,7 +56,7 @@ Category { ...@@ -54,7 +56,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
//o.color = v.color; //o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o; return o;
......
Shader "Effects/GlowAdditiveTwoColor" { // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/GlowAdditiveTwoColor" {
Properties { Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_CoreColor ("Core Color", Color) = (0.5,0.5,0.5,0.5) _CoreColor ("Core Color", Color) = (0.5,0.5,0.5,0.5)
...@@ -56,7 +58,7 @@ Category { ...@@ -56,7 +58,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON #ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex); o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z); COMPUTE_EYEDEPTH(o.projPos.z);
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Particles" { Shader "Effects/Particles" {
Properties { Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
...@@ -39,7 +41,7 @@ Category { ...@@ -39,7 +41,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
......
Shader "Effects/Rim" { // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Rim" {
Properties { Properties {
_Color ("Rim Color", Color) = (0.5,0.5,0.5,0.5) _Color ("Rim Color", Color) = (0.5,0.5,0.5,0.5)
_FPOW("FPOW Fresnel", Float) = 5.0 _FPOW("FPOW Fresnel", Float) = 5.0
...@@ -46,7 +48,7 @@ Category { ...@@ -46,7 +48,7 @@ Category {
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color; o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
......
Shader "Effects/Water" { // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Water" {
Properties { Properties {
_Color ("Main Color", Color) = (1,1,1,1) _Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1) _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
...@@ -56,7 +58,7 @@ struct Input { ...@@ -56,7 +58,7 @@ struct Input {
void vert (inout appdata_full v, out Input o) { void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o); UNITY_INITIALIZE_OUTPUT(Input,o);
float4 oPos = mul(UNITY_MATRIX_MVP, v.vertex); float4 oPos = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP #if UNITY_UV_STARTS_AT_TOP
float scale = -1.0; float scale = -1.0;
#else #else
......
...@@ -14,8 +14,8 @@ public class thunder_locator : MonoBehaviour { ...@@ -14,8 +14,8 @@ public class thunder_locator : MonoBehaviour {
} }
// Use this for initialization // Use this for initialization
void Start () { void Start () {
leftobj_left = gameObject.transform.FindChild("left").gameObject; leftobj_left = gameObject.transform.Find("left").gameObject;
rightobj_right = gameObject.transform.FindChild("right").gameObject; rightobj_right = gameObject.transform.Find("right").gameObject;
} }
// Update is called once per frame // Update is called once per frame
......
m_EditorVersion: 5.1.3f1 m_EditorVersion: 5.6.2f1
m_StandardAssetsVersion: 0
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