@@ -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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-
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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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