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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Specular", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.diffuseAlphaCutout)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout)); |
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// Reflective
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.specularCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.diffuseCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Diffuse", SupportedUpgradeParams.diffuseCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Specular", SupportedUpgradeParams.specularCubemap)); |
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/////////////////////////////////////
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// Sprites Upgraders
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseAlpha)); |
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/////////////////////////////////////
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// UI Upgraders
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if (oldShaderName.Contains("Legacy Shaders/Self-Illumin")) |
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{ |
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RenameTexture("_MainTex", "_EmissionMap"); |
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RemoveTexture("_MainTex"); |
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RenameTexture("_Illum", "_EmissionMap"); |
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RemoveTexture("_Illum"); |
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SetColor("_EmissionColor", Color.white); |
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} |
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} |
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