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| Oh hey, they updated the physics-engiOMG-EVERYTHING-IS-BROKEN!!1 | |
| To match look of u4: | |
| - disable all light-baking | |
| - disable auto-patching shaders with fog (and switch fog back to whatever mode you were using) | |
| - set Light Bounce to 0 on all lights... or you'll get a warning!1 (on every spot-light) | |
| - Light-shaders are now overridden explicitly in the Lighting-tab | |
| ...all other shaders still override automagically... :p |
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| sampler2D _CameraNormalsTexture; | |
| float4x4 _CameraToWorld; | |
| v2f vert (appdata v) | |
| { | |
| v2f o; | |
| o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
| o.uv = ComputeScreenPos (o.pos); | |
| o.ray = mul (UNITY_MATRIX_MV, v.vertex).xyz * float3(-1,-1,1); | |
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| 1) : VPOS not supported for pixel-position in fragment program | |
| NOT FUNCTIONAL workaround: (see https://gist.github.com/aras-p/8e0c061d4e2490c1f8e2 ) | |
| #if defined(SHADER_API_D3D11) | |
| #define VPOS_TYPE float4 | |
| #define VPOS_SEM WPOS | |
| #else | |
| #define VPOS_TYPE float2 | |
| #define VPOS_SEM VPOS | |
| #endif | |
| half4 frag( v2f IN, VPOS_TYPE in_vpos : VPOS_SEM ) : COLOR |
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