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// Legacy Shaders upgraders /
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Detail", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Fast", SupportedUpgradeParams.diffuseOpaque)); |
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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.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout)); |
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// TODO:
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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/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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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.specularOpaque));
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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/Bumped Specular", SupportedUpgradeParams.specularCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Unlit", SupportedUpgradeParams.diffuseCubemap)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped VertexLit", 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.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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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Specular", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/VertexLit", SupportedUpgradeParams.specularOpaque)); |
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// Alpha Blended
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout)); |
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// Lightmapped
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Specular", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/VertexLit", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Specular", SupportedUpgradeParams.specularOpaque)); |
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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.diffuseAlpha)); |
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/////////////////////////////////////
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// UI Upgraders
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Bumped", SupportedUpgradeParams.diffuseAlphaCutout)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Detail", SupportedUpgradeParams.diffuseAlphaCutout)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction", SupportedUpgradeParams.diffuseAlphaCutout)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction Detail", SupportedUpgradeParams.diffuseAlphaCutout)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Transparent", SupportedUpgradeParams.diffuseAlpha)); |
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/////////////////////////////////////
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// Mobile Upgraders /
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit (Only Directional Lights)", SupportedUpgradeParams.specularOpaque)); |
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Particles/VertexLit Blended", SupportedUpgradeParams.specularOpaque)); |
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////////////////////////////////////
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// Terrain Upgraders //
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////////////////////////////////////
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upgraders.Add(new ParticleUpgrader("Particles/Standard Surface")); |
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upgraders.Add(new ParticleUpgrader("Particles/Standard Unlit")); |
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upgraders.Add(new ParticleUpgrader("Particles/VertexLit Blended")); |
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} |
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} |
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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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