@@ -184,8 +184,6 @@ Shader "Mixed Reality Toolkit/Standard"
184184 #pragma shader_feature _ENVIRONMENT_COLORING
185185 #pragma shader_feature _IGNORE_Z_SCALE
186186
187- #define IF (a, b, c) lerp (b, c, step ((fixed ) (a), 0.0 ));
188-
189187 #include "UnityCG.cginc"
190188 #include "UnityUI.cginc"
191189 #include "UnityStandardConfig.cginc"
@@ -473,7 +471,7 @@ Shader "Mixed Reality Toolkit/Standard"
473471#endif
474472
475473#if defined (_ROUND_CORNERS) || defined (_BORDER_LIGHT)
476- fixed _EdgeSmoothingValue;
474+ float _EdgeSmoothingValue;
477475#endif
478476
479477#if defined (_INNER_GLOW)
@@ -530,7 +528,7 @@ Shader "Mixed Reality Toolkit/Standard"
530528 {
531529 float proximityLightDistance = dot (proximityLight.xyz - worldPosition, worldNormal);
532530#if defined (_PROXIMITY_LIGHT_TWO_SIDED)
533- worldNormal = IF ( proximityLightDistance < 0.0 , -worldNormal, worldNormal) ;
531+ worldNormal = proximityLightDistance < 0.0 ? -worldNormal : worldNormal;
534532 proximityLightDistance = abs (proximityLightDistance);
535533#endif
536534 float normalizedProximityLightDistance = saturate (proximityLightDistance * proximityLightParams.y);
@@ -556,12 +554,12 @@ Shader "Mixed Reality Toolkit/Standard"
556554 return length (max (abs (position) - cornerCircleDistance, 0.0 )) - cornerCircleRadius;
557555 }
558556
559- inline fixed RoundCornersSmooth (float2 position, float2 cornerCircleDistance, float cornerCircleRadius)
557+ inline float RoundCornersSmooth (float2 position, float2 cornerCircleDistance, float cornerCircleRadius)
560558 {
561559 return smoothstep (1.0 , 0.0 , PointVsRoundedBox (position, cornerCircleDistance, cornerCircleRadius) / _EdgeSmoothingValue);
562560 }
563561
564- inline fixed RoundCorners (float2 position, float2 cornerCircleDistance, float cornerCircleRadius)
562+ inline float RoundCorners (float2 position, float2 cornerCircleDistance, float cornerCircleRadius)
565563 {
566564#if defined (_TRANSPARENT)
567565 return RoundCornersSmooth (position, cornerCircleDistance, cornerCircleRadius);
@@ -723,8 +721,8 @@ Shader "Mixed Reality Toolkit/Standard"
723721
724722#if defined (_BORDER_LIGHT)
725723 float scaleRatio = min (o.scale.x, o.scale.y) / max (o.scale.x, o.scale.y);
726- o.uv.z = IF ( o.scale.x > o.scale.y, 1.0 - (borderWidth * scaleRatio), 1.0 - borderWidth) ;
727- o.uv.w = IF ( o.scale.x > o.scale.y, 1.0 - borderWidth, 1.0 - (borderWidth * scaleRatio) );
724+ o.uv.z = o.scale.x > o.scale.y ? 1.0 - (borderWidth * scaleRatio) : 1.0 - borderWidth;
725+ o.uv.w = o.scale.x > o.scale.y ? 1.0 - borderWidth : 1.0 - (borderWidth * scaleRatio);
728726#endif
729727#elif defined (_UV)
730728 o.uv = TRANSFORM_TEX (v.uv, _MainTex);
@@ -860,7 +858,7 @@ Shader "Mixed Reality Toolkit/Standard"
860858#endif
861859#if defined (_CLIPPING_BORDER)
862860 fixed3 primitiveBorderColor = lerp (_ClippingBorderColor, fixed3 (0.0 , 0.0 , 0.0 ), primitiveDistance / _ClippingBorderWidth);
863- albedo.rgb += primitiveBorderColor * IF (( primitiveDistance < _ClippingBorderWidth), 1.0 , 0.0 );
861+ albedo.rgb += primitiveBorderColor * ( primitiveDistance < _ClippingBorderWidth ? 1.0 : 0.0 );
864862#endif
865863#endif
866864
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