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fix: API changes due to refactoring.
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Runtime/MaterialConverter.cs

Lines changed: 1 addition & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -41,8 +41,6 @@ public class MaterialConverter : IMaterialConverter
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private static readonly int Smoothness = Shader.PropertyToID("_Smoothness");
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private static readonly int BaseMap = Shader.PropertyToID("_BaseMap");
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private static readonly int NormalMap = Shader.PropertyToID("_BumpMap");
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private static readonly int UVChannelVertices = Shader.PropertyToID("_UVChannelVertices");
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private static readonly int UVChannelNormals = Shader.PropertyToID("_UVChannelNormals");
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#endregion
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@@ -53,9 +51,7 @@ 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)
@@ -82,11 +78,6 @@ 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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