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authoryum <yum.food.vr@gmail.com>2024-06-24 21:22:43 -0700
committeryum <yum.food.vr@gmail.com>2024-06-24 21:24:14 -0700
commit9b1523dce73e803c822d33e2529f2836dcc8ef7f (patch)
treef90638df7e7f55d177997588e250b0aa144bae52
parent9cc14f9f2595b41bdb7d47bbd1caba1a1167695d (diff)
Rename some fields to 'vertex'
Improves compatibility with things like SPS.
-rw-r--r--interpolators.cginc6
-rw-r--r--mochie_shadow_caster.cginc2
-rw-r--r--tooner.shader2
-rw-r--r--tooner_lighting.cginc46
-rw-r--r--tooner_outline_pass.cginc34
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)