Revision 175:f9f5640c2a3a

b/.hgignore
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.*.swp
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*~
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Builds
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build
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b/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs
91 91
        void CreateComputeResources () {
92 92
            if (cbDrawArgs == null)
93 93
            {
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                cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.DrawIndirect);
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                cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.IndirectArguments);
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                var args= new int[4];
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                args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0;
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                cbDrawArgs.SetData (args);
b/Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorLight.shader
1
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
2
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
3

  
1 4
Shader "Projector/Light" {
2 5
	Properties {
3 6
		_Color ("Main Color", Color) = (1,1,1,1)
......
26 29
				float4 pos : SV_POSITION;
27 30
			};
28 31
			
29
			float4x4 _Projector;
30
			float4x4 _ProjectorClip;
32
			float4x4 unity_Projector;
33
			float4x4 unity_ProjectorClip;
31 34
			
32 35
			v2f vert (float4 vertex : POSITION)
33 36
			{
34 37
				v2f o;
35 38
				o.pos = mul (UNITY_MATRIX_MVP, vertex);
36
				o.uvShadow = mul (_Projector, vertex);
37
				o.uvFalloff = mul (_ProjectorClip, vertex);
39
				o.uvShadow = mul (unity_Projector, vertex);
40
				o.uvFalloff = mul (unity_ProjectorClip, vertex);
38 41
				UNITY_TRANSFER_FOG(o,o.pos);
39 42
				return o;
40 43
			}
b/Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorMultiply.shader
1
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
2
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
3

  
1 4
Shader "Projector/Multiply" {
2 5
	Properties {
3 6
		_ShadowTex ("Cookie", 2D) = "gray" {}
......
24 27
				float4 pos : SV_POSITION;
25 28
			};
26 29
			
27
			float4x4 _Projector;
28
			float4x4 _ProjectorClip;
30
			float4x4 unity_Projector;
31
			float4x4 unity_ProjectorClip;
29 32
			
30 33
			v2f vert (float4 vertex : POSITION)
31 34
			{
32 35
				v2f o;
33 36
				o.pos = mul (UNITY_MATRIX_MVP, vertex);
34
				o.uvShadow = mul (_Projector, vertex);
35
				o.uvFalloff = mul (_ProjectorClip, vertex);
37
				o.uvShadow = mul (unity_Projector, vertex);
38
				o.uvFalloff = mul (unity_ProjectorClip, vertex);
36 39
				UNITY_TRANSFER_FOG(o,o.pos);
37 40
				return o;
38 41
			}
b/Assets/Standard Assets/Environment/Water/Water/Materials/WaterProDaytime.mat
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b/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
Shader "FX/Water" {
2 4
Properties {
3 5
	_WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
......
75 77

  
76 78
	// scroll bump waves
77 79
	float4 temp;
78
	float4 wpos = mul (_Object2World, v.vertex);
80
	float4 wpos = mul (unity_ObjectToWorld, v.vertex);
79 81
	temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
80 82
	o.bumpuv0 = temp.xy;
81 83
	o.bumpuv1 = temp.wz;
b/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-SimpleWater4.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
#warning Upgrade NOTE: unity_Scale shader variable was removed; replaced 'unity_Scale.w' with '1.0'
2 4

  
3 5
Shader "FX/SimpleWater4" { 
......
123 125
	{
124 126
		v2f o;
125 127
		
126
		half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz;
128
		half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
127 129
		half3 vtxForAni = (worldSpaceVertex).xzz * 1.0; 			
128 130

  
129 131
		half3 nrml;
......
220 222
	{
221 223
		v2f_noGrab o;
222 224
		
223
		half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz;
225
		half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
224 226
		half3 vtxForAni = (worldSpaceVertex).xzz * 1.0; 			
225 227

  
226 228
		half3 nrml;
......
303 305
	{ 
304 306
		v2f_simple o;
305 307
		
306
		half3 worldSpaceVertex = mul(_Object2World, v.vertex).xyz;
308
		half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
307 309
		half2 tileableUv = worldSpaceVertex.xz;
308 310

  
309 311
		o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;	
b/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/FX-Water4.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
#warning Upgrade NOTE: unity_Scale shader variable was removed; replaced 'unity_Scale.w' with '1.0'
2 4

  
3 5
Shader "FX/Water4" { 
......
129 131
	{
130 132
		v2f o;
131 133
		
132
		half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz;
134
		half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
133 135
		half3 vtxForAni = (worldSpaceVertex).xzz * 1.0; 		
134 136

  
135 137
		half3 nrml;
......
147 149
		v.vertex.xyz += offsets;		
148 150
							
149 151
		// one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed	
150
		half2 tileableUv = mul(_Object2World,(v.vertex)).xz;
152
		half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
151 153
				
152 154
		o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;	
153 155

  
......
232 234
	{
233 235
		v2f_noGrab o;
234 236
		
235
		half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz;
237
		half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
236 238
		half3 vtxForAni = (worldSpaceVertex).xzz * 1.0; 			
237 239

  
238 240
		half3 nrml;
......
250 252
		v.vertex.xyz += offsets;		
251 253
							
252 254
		// one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed	
253
		half2 tileableUv = mul(_Object2World,v.vertex).xz;					
255
		half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz;					
254 256
		o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;	
255 257

  
256 258
		o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
......
316 318
	{ 
317 319
		v2f_simple o;
318 320
		
319
		half3 worldSpaceVertex = mul(_Object2World, v.vertex).xyz;
321
		half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
320 322
		half2 tileableUv = worldSpaceVertex.xz;
321 323

  
322 324
		o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;	
b/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/WaterInclude.cginc
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
// Upgrade NOTE: unity_Scale shader variable was removed; replaced 'unity_Scale.w' with '1.0'
2 4

  
3 5

  
......
128 130
inline half2 GetTileableUv(half4 vertex) 
129 131
{
130 132
	// @NOTE: use worldSpaceVertex.xz instead of ws to make it rotation independent
131
	half2 ws = half2(_Object2World[0][3],_Object2World[2][3]);
133
	half2 ws = half2(unity_ObjectToWorld[0][3],unity_ObjectToWorld[2][3]);
132 134
	half2 tileableUv = (ws + vertex.xz/1.0);	
133 135
	return tileableUv;
134 136
}
b/Assets/Time of Day/Assets/Shaders/Cloud Billboard Far.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
Shader "Time of Day/Cloud Billboard Far"
2 4
{
3 5
	Properties
......
36 38
		o.texcoord.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
37 39
		o.texcoord.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
38 40

  
39
		o.viewDir = normalize(mul(TOD_World2Sky, mul(_Object2World, v.vertex)).xyz);
41
		o.viewDir = normalize(mul(TOD_World2Sky, mul(unity_ObjectToWorld, v.vertex)).xyz);
40 42
		o.lightDir = TOD_LocalSunDirection;
41 43
		o.lightCol = ScatteringColor(o.viewDir, TOD_CloudScattering);
42 44

  
b/Assets/Time of Day/Assets/Shaders/Cloud Billboard Near.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
Shader "Time of Day/Cloud Billboard Near"
2 4
{
3 5
	Properties
......
36 38
		o.texcoord.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
37 39
		o.texcoord.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
38 40

  
39
		o.viewDir = normalize(mul(TOD_World2Sky, mul(_Object2World, v.vertex)).xyz);
41
		o.viewDir = normalize(mul(TOD_World2Sky, mul(unity_ObjectToWorld, v.vertex)).xyz);
40 42
		o.lightDir = TOD_LocalSunDirection;
41 43
		o.lightCol = ScatteringColor(o.viewDir, TOD_CloudScattering);
42 44

  
b/Assets/Time of Day/Assets/Shaders/Moon.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
Shader "Time of Day/Moon"
2 4
{
3 5
	Properties
......
23 25

  
24 26
		o.position = TOD_TRANSFORM_VERT(v.vertex);
25 27

  
26
		o.normal = normalize(mul((float3x3)_Object2World, v.normal));
28
		o.normal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
27 29

  
28
		float3 skyPos = mul(TOD_World2Sky, mul(_Object2World, v.vertex)).xyz;
30
		float3 skyPos = mul(TOD_World2Sky, mul(unity_ObjectToWorld, v.vertex)).xyz;
29 31

  
30 32
		o.tex.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
31 33
		o.tex.z  = skyPos.y * 25;
b/Assets/Time of Day/Assets/Shaders/Skybox.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
Shader "Time of Day/Skybox"
2 4
{
3 5
	Properties
......
20 22

  
21 23
		o.position = mul(UNITY_MATRIX_MVP, v.vertex);
22 24

  
23
		float3 vertex = normalize(mul((float3x3)TOD_World2Sky, mul((float3x3)_Object2World, v.vertex.xyz)));
25
		float3 vertex = normalize(mul((float3x3)TOD_World2Sky, mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)));
24 26

  
25 27
		o.color = (vertex.y < 0) ? half4(pow(TOD_GroundColor, TOD_Contrast), 1) : ScatteringColor(vertex.xyz, 1);
26 28

  
b/Assets/Time of Day/Assets/Shaders/Space.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
Shader "Time of Day/Space"
2 4
{
3 5
	Properties
......
25 27

  
26 28
		float3 vertnorm = normalize(v.vertex.xyz);
27 29

  
28
		float3 worldNormal = normalize(mul((float3x3)_Object2World, vertnorm));
30
		float3 worldNormal = normalize(mul((float3x3)unity_ObjectToWorld, vertnorm));
29 31

  
30 32
		o.viewdir.xyz = vertnorm;
31 33
		o.viewdir.w   = saturate(_Brightness * TOD_StarVisibility * worldNormal.y);
b/Assets/Time of Day/Assets/Shaders/Stars.shader
1
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
2

  
1 3
Shader "Time of Day/Stars"
2 4
{
3 5
	Properties
......
33 35

  
34 36
		o.position = TOD_TRANSFORM_VERT(v.vertex);
35 37

  
36
		float3 skyPos = mul(TOD_World2Sky, mul(_Object2World, v.vertex)).xyz;
38
		float3 skyPos = mul(TOD_World2Sky, mul(unity_ObjectToWorld, v.vertex)).xyz;
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		o.tex.xy = 2.0 * v.texcoord - 1.0;
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		o.tex.z  = skyPos.y * 25;
b/Assets/Time of Day/Assets/Shaders/Sun.shader
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Time of Day/Sun"
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{
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	Properties
......
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		o.position = TOD_TRANSFORM_VERT(v.vertex);
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		float3 skyPos = mul(TOD_World2Sky, mul(_Object2World, v.vertex)).xyz;
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		float3 skyPos = mul(TOD_World2Sky, mul(unity_ObjectToWorld, v.vertex)).xyz;
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		o.tex.xy = 2.0 * v.texcoord - 1.0;
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		o.tex.z  = skyPos.y * 25;
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