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Commit 657477b

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renderer: Ditch lerp vertex shader.
1 parent 62965ff commit 657477b

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2 files changed

+3
-10
lines changed

2 files changed

+3
-10
lines changed

Assets/Resources/Prefabs/Ball.prefab

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -27,7 +27,7 @@ Transform:
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m_GameObject: {fileID: 3137072635913329210}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 0.05, y: 0.05, z: 0.05}
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m_Children: []
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m_Father: {fileID: 7359349221216736378}
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m_RootOrder: 0
@@ -106,7 +106,7 @@ Transform:
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m_GameObject: {fileID: 7581969690477629512}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.05, y: 0.05, z: 0.05}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 3918960386272536723}
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m_Father: {fileID: 0}

Runtime/MaterialConverter.cs

Lines changed: 1 addition & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -53,9 +53,7 @@ public Shader GetShader()
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private Shader GetShader(PbrMaterial vpxMaterial)
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{
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return vpxMaterial.VertexLerpWithUvEnabled
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? Shader.Find("Visual Pinball/Srp/LerpVertex")
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: GetShader();
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return GetShader();
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}
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public static Material GetDefaultMaterial(BlendMode blendMode)
@@ -85,11 +83,6 @@ public Material CreateMaterial(PbrMaterial vpxMaterial, ITextureProvider texture
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unityMaterial.CopyPropertiesFromMaterial(defaultMaterial);
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unityMaterial.name = vpxMaterial.Id;
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if (vpxMaterial.VertexLerpWithUvEnabled) {
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unityMaterial.SetFloat(UVChannelVertices, Mesh.AnimationUVChannelVertices);
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unityMaterial.SetFloat(UVChannelNormals, Mesh.AnimationUVChannelNormals);
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}
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// apply some basic manipulations to the color. this just makes very
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// very white colors be clipped to 0.8204 aka 204/255 is 0.8
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// this is to give room to lighting values. so there is more modulation

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