diff options
| author | yum <yum.food.vr@gmail.com> | 2024-06-24 21:22:43 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-06-24 21:24:14 -0700 |
| commit | 9b1523dce73e803c822d33e2529f2836dcc8ef7f (patch) | |
| tree | f90638df7e7f55d177997588e250b0aa144bae52 | |
| parent | 9cc14f9f2595b41bdb7d47bbd1caba1a1167695d (diff) | |
Rename some fields to 'vertex'
Improves compatibility with things like SPS.
| -rw-r--r-- | interpolators.cginc | 6 | ||||
| -rw-r--r-- | mochie_shadow_caster.cginc | 2 | ||||
| -rw-r--r-- | tooner.shader | 2 | ||||
| -rw-r--r-- | tooner_lighting.cginc | 46 | ||||
| -rw-r--r-- | tooner_outline_pass.cginc | 34 |
5 files changed, 45 insertions, 45 deletions
diff --git a/interpolators.cginc b/interpolators.cginc index 112561b..9677422 100644 --- a/interpolators.cginc +++ b/interpolators.cginc @@ -15,7 +15,7 @@ struct appdata struct v2f { - float4 pos : POSITION; + float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; #if defined(LIGHTMAP_ON) float2 lmuv : TEXCOORD1; @@ -29,7 +29,7 @@ struct v2f struct appdata { - float4 position : POSITION; + float4 vertex : POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float3 normal : NORMAL; @@ -38,7 +38,7 @@ struct appdata struct v2f { - float4 pos : SV_POSITION; + float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; #if defined(LIGHTMAP_ON) float2 lmuv : TEXCOORD1; diff --git a/mochie_shadow_caster.cginc b/mochie_shadow_caster.cginc index 2240f5e..8ca599c 100644 --- a/mochie_shadow_caster.cginc +++ b/mochie_shadow_caster.cginc @@ -29,8 +29,6 @@ // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. -#pragma vertex vert -#pragma fragment frag #pragma multi_compile_instancing #pragma multi_compile_shadowcaster #include "UnityCG.cginc" diff --git a/tooner.shader b/tooner.shader index 1a50047..c48f728 100644 --- a/tooner.shader +++ b/tooner.shader @@ -298,6 +298,8 @@ Shader "yum_food/tooner" "LightMode" = "ShadowCaster" } CGPROGRAM + #pragma vertex vert + #pragma fragment frag #include "mochie_shadow_caster.cginc" ENDCG } diff --git a/tooner_lighting.cginc b/tooner_lighting.cginc index ab90525..2c07b8f 100644 --- a/tooner_lighting.cginc +++ b/tooner_lighting.cginc @@ -17,7 +17,7 @@ struct tess_data { - float4 position : INTERNALTESSPOS; + float4 vertex : INTERNALTESSPOS; float2 uv : TEXCOORD0; #if defined(LIGHTMAP_ON) float2 lmuv : TEXCOORD1; @@ -64,9 +64,9 @@ v2f vert(appdata v) UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.pos = UnityObjectToClipPos(v.position); - o.worldPos = mul(unity_ObjectToWorld, v.position); - o.objPos = v.position; + o.vertex = UnityObjectToClipPos(v.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.objPos = v.vertex; o.normal = UnityObjectToWorldNormal(v.normal); o.tangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); @@ -86,7 +86,7 @@ v2f vert(appdata v) void getVertexLightColorTess(inout tess_data i) { #if defined(VERTEXLIGHT_ON) - float3 worldPos = mul(unity_ObjectToWorld, i.position).xyz; + float3 worldPos = mul(unity_ObjectToWorld, i.vertex).xyz; float3 view_dir = normalize(_WorldSpaceCameraPos - worldPos); uint normals_mode = round(_Mesh_Normals_Mode); bool flat = (normals_mode == 0); @@ -113,10 +113,10 @@ tess_data hull_vertex(appdata v) UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.position = v.position; - //o.position = UnityObjectToClipPos(v.position); - //o.worldPos = mul(unity_ObjectToWorld, v.position); - //o.objPos = v.position; + o.vertex = v.vertex; + //o.vertex = UnityObjectToClipPos(v.vertex); + //o.worldPos = mul(unity_ObjectToWorld, v.vertex); + //o.objPos = v.vertex; o.normal = UnityObjectToWorldNormal(v.normal); o.tangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); @@ -135,7 +135,7 @@ tess_factors patch_constant(InputPatch<tess_data, 3> patch) tess_factors f; #if defined(_TESSELLATION) - float3 worldPos = mul(unity_ObjectToWorld, patch[0].position); + float3 worldPos = mul(unity_ObjectToWorld, patch[0].vertex); float factor = _Tess_Factor; if (_Tess_Dist_Cutoff > 0 && length(_WorldSpaceCameraPos - worldPos) > _Tess_Dist_Cutoff) { factor = 1; @@ -185,13 +185,13 @@ v2f domain( DOMAIN_INTERP(vertexLightColor); #endif - float4 pos = - patch[0].position * baryc.x + - patch[1].position * baryc.y + - patch[2].position * baryc.z; - data.pos = UnityObjectToClipPos(pos); - data.objPos = pos; - data.worldPos = mul(unity_ObjectToWorld, pos); + float4 vertex = + patch[0].vertex * baryc.x + + patch[1].vertex * baryc.y + + patch[2].vertex * baryc.z; + data.vertex = UnityObjectToClipPos(vertex); + data.objPos = vertex; + data.worldPos = mul(unity_ObjectToWorld, vertex); return data; } @@ -286,9 +286,9 @@ void geom(triangle v2f tri_in[3], // Apply transformed worldPos to other coordinate systems. if (_Explode_Phase > 1E-6) { - v0.pos = UnityObjectToClipPos(v0_objPos); - v1.pos = UnityObjectToClipPos(v1_objPos); - v2.pos = UnityObjectToClipPos(v2_objPos); + v0.vertex = UnityObjectToClipPos(v0_objPos); + v1.vertex = UnityObjectToClipPos(v1_objPos); + v2.vertex = UnityObjectToClipPos(v2_objPos); } } #endif // __EXPLODE @@ -304,9 +304,9 @@ void geom(triangle v2f tri_in[3], float3 v1_objPos = mul(unity_WorldToObject, float4(v1.worldPos, 1)); float3 v2_objPos = mul(unity_WorldToObject, float4(v2.worldPos, 1)); - v0.pos = UnityObjectToClipPos(v0_objPos); - v1.pos = UnityObjectToClipPos(v1_objPos); - v2.pos = UnityObjectToClipPos(v2_objPos); + v0.vertex = UnityObjectToClipPos(v0_objPos); + v1.vertex = UnityObjectToClipPos(v1_objPos); + v2.vertex = UnityObjectToClipPos(v2_objPos); } #endif #if defined(_CLONES) diff --git a/tooner_outline_pass.cginc b/tooner_outline_pass.cginc index f7bc6af..c972b58 100644 --- a/tooner_outline_pass.cginc +++ b/tooner_outline_pass.cginc @@ -44,7 +44,7 @@ v2f vert(appdata v) v2f o; o.worldPos = worldPos; o.objPos = objPos; - o.pos = clipPos; + o.vertex = clipPos; o.normal = UnityObjectToWorldNormal(v.normal); o.uv = v.uv0.xy; #if defined(LIGHTMAP_ON) @@ -60,8 +60,8 @@ tess_data hull_vertex(appdata v) float outline_mask = _Outline_Mask.SampleLevel(linear_repeat_s, v.uv0.xy, /*lod=*/3); outline_mask = _Outline_Mask_Invert > 1E-6 ? 1 - outline_mask : outline_mask; - float4 position = v.vertex; - position = mul(unity_ObjectToWorld, position); + float4 vertex = v.vertex; + vertex = mul(unity_ObjectToWorld, vertex); const float3 normal = UnityObjectToWorldNormal(v.normal); // Perform scaling operation in world space so that object scale doesn't @@ -69,15 +69,15 @@ tess_data hull_vertex(appdata v) // gameobjects that have different scale. #if defined(_EXPLODE) if (_Explode_Phase <= 1E-6) { - position.xyz += normal * _Outline_Width * .1 * outline_mask; + vertex.xyz += normal * _Outline_Width * .1 * outline_mask; } #else - position.xyz += normal * _Outline_Width * .1 * outline_mask; + vertex.xyz += normal * _Outline_Width * .1 * outline_mask; #endif // Transform back to object, then clip. - position = mul(unity_WorldToObject, position); - v.vertex.xyz = position.xyz; + vertex = mul(unity_WorldToObject, vertex); + v.vertex.xyz = vertex.xyz; tess_data o; o.vertex = v.vertex; @@ -140,13 +140,13 @@ v2f domain( DOMAIN_INTERP(vertexLightColor); #endif - float4 pos = + float4 vertex = patch[0].vertex * baryc.x + patch[1].vertex * baryc.y + patch[2].vertex * baryc.z; - data.pos = UnityObjectToClipPos(pos); - data.objPos = pos; - data.worldPos = mul(unity_ObjectToWorld, pos); + data.vertex = UnityObjectToClipPos(vertex); + data.objPos = vertex; + data.worldPos = mul(unity_ObjectToWorld, vertex); return data; } @@ -254,9 +254,9 @@ void geom(triangle v2f tri_in[3], v1_objPos = mul(unity_WorldToObject, float4(v1.worldPos, 1)); v2_objPos = mul(unity_WorldToObject, float4(v2.worldPos, 1)); - v0.pos = UnityObjectToClipPos(v0_objPos); - v1.pos = UnityObjectToClipPos(v1_objPos); - v2.pos = UnityObjectToClipPos(v2_objPos); + v0.vertex = UnityObjectToClipPos(v0_objPos); + v1.vertex = UnityObjectToClipPos(v1_objPos); + v2.vertex = UnityObjectToClipPos(v2_objPos); } #endif #if defined(_SCROLL) @@ -271,9 +271,9 @@ void geom(triangle v2f tri_in[3], float3 v1_objPos = mul(unity_WorldToObject, float4(v1.worldPos, 1)); float3 v2_objPos = mul(unity_WorldToObject, float4(v2.worldPos, 1)); - v0.pos = UnityObjectToClipPos(v0_objPos); - v1.pos = UnityObjectToClipPos(v1_objPos); - v2.pos = UnityObjectToClipPos(v2_objPos); + v0.vertex = UnityObjectToClipPos(v0_objPos); + v1.vertex = UnityObjectToClipPos(v1_objPos); + v2.vertex = UnityObjectToClipPos(v2_objPos); } #endif #if defined(_CLONES) |
