Revision 175:f9f5640c2a3a Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/WaterInclude.cginc

b/Assets/Standard Assets/Water (Pro Only)/Water4/Sources/Shaders/WaterInclude.cginc
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: unity_Scale shader variable was removed; replaced 'unity_Scale.w' with '1.0'
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......
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inline half2 GetTileableUv(half4 vertex) 
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{
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	// @NOTE: use worldSpaceVertex.xz instead of ws to make it rotation independent
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	half2 ws = half2(_Object2World[0][3],_Object2World[2][3]);
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	half2 ws = half2(unity_ObjectToWorld[0][3],unity_ObjectToWorld[2][3]);
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	half2 tileableUv = (ws + vertex.xz/1.0);	
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	return tileableUv;
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}

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