diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/CelVinyl/CelVinyl.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/CelVinyl/CelVinyl.shader index 3ce2efcc..21088a22 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/CelVinyl/CelVinyl.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/CelVinyl/CelVinyl.shader @@ -47,7 +47,7 @@ Shader "Brush/Special/CelVinyl" { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; UNITY_FOG_COORDS(1) @@ -65,7 +65,7 @@ Shader "Brush/Special/CelVinyl" { return o; } - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { fixed4 tex = tex2D(_MainTex, i.texcoord) * i.color; UNITY_APPLY_FOG(i.fogCoord, tex); diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/ChromaticWave/ChromaticWave.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/ChromaticWave/ChromaticWave.shader index 207c3651..242b25b5 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/ChromaticWave/ChromaticWave.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/ChromaticWave/ChromaticWave.shader @@ -49,7 +49,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; float4 unbloomedColor : TEXCOORD1; @@ -67,7 +67,7 @@ Category { } // Input color is srgb - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { // Envelope float envelope = sin(i.texcoord.x * 3.14159); diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/DoubleTaperedMarker/DoubleTaperedMarker.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/DoubleTaperedMarker/DoubleTaperedMarker.shader index 195dc7e4..0edd6b27 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/DoubleTaperedMarker/DoubleTaperedMarker.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/DoubleTaperedMarker/DoubleTaperedMarker.shader @@ -44,7 +44,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) @@ -68,7 +68,7 @@ Category { return o; } - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { UNITY_APPLY_FOG(i.fogCoord, i.color.rgb); diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Electricity/Electricity.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Electricity/Electricity.shader index 172db8fc..d4266f6c 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Electricity/Electricity.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Electricity/Electricity.shader @@ -38,7 +38,7 @@ CGINCLUDE half _EmissionGain; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; @@ -112,7 +112,7 @@ CGINCLUDE } // Input color is srgb - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { // interior procedural line float procedural = ( abs(i.texcoord.y - 0.5) < .1 ) ? 2 : 0; diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Highlighter/AdditiveCutout.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Highlighter/AdditiveCutout.shader index 166621b8..0c1f54c1 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Highlighter/AdditiveCutout.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Highlighter/AdditiveCutout.shader @@ -46,7 +46,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; @@ -63,7 +63,7 @@ Category { return o; } - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { half4 c = tex2D(_MainTex, i.texcoord ); diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Plasma/Plasma.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Plasma/Plasma.shader index 6700c3ee..e6c3fbbc 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Plasma/Plasma.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Plasma/Plasma.shader @@ -59,7 +59,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float3 worldPos : TEXCOORD1; @@ -90,7 +90,7 @@ Category { return abs(noise.x + noise.y) * 0.5; } - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { // Workaround for b/30500118, caused by b/30504121 i.color.a = saturate(i.color.a); diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Rainbow/Rainbow.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Rainbow/Rainbow.shader index 648b4f8d..604fdbc5 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Rainbow/Rainbow.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Rainbow/Rainbow.shader @@ -48,7 +48,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; @@ -153,7 +153,7 @@ Category { } // Input color is srgb - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { i.color.a = 1; //ignore incoming vert alpha #ifdef AUDIO_REACTIVE diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/SoftHighlighter/SoftHighlighter.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/SoftHighlighter/SoftHighlighter.shader index e2b6161c..517941ed 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/SoftHighlighter/SoftHighlighter.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/SoftHighlighter/SoftHighlighter.shader @@ -45,7 +45,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; @@ -72,7 +72,7 @@ Category { } - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { half4 c = tex2D(_MainTex, i.texcoord ); return i.color * c; diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Streamers/Streamers.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Streamers/Streamers.shader index 8353d058..1f9fd1e7 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Streamers/Streamers.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Streamers/Streamers.shader @@ -53,7 +53,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPos : TEXCOORD1; @@ -84,7 +84,7 @@ Category { } // Input color is srgb - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { // Create parametric flowing UV's half2 uvs = i.texcoord; diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/VelvetInk/VelvetInk.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/VelvetInk/VelvetInk.shader index db2dd2b3..7489d3ec 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/VelvetInk/VelvetInk.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/VelvetInk/VelvetInk.shader @@ -45,7 +45,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; @@ -71,7 +71,7 @@ Category { return o; } - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { half4 c = tex2D(_MainTex, i.texcoord ); return i.color * c; diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Waveform/Waveform.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Waveform/Waveform.shader index f278ce1c..23d158d2 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Waveform/Waveform.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Basic/Waveform/Waveform.shader @@ -51,7 +51,7 @@ Category { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; float4 unbloomedColor : TEXCOORD1; @@ -70,7 +70,7 @@ Category { } // Input colors are srgb - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { // Envelope float envelope = sin(i.texcoord.x * 3.14159); diff --git a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Shared/Shaders/Unlit.shader b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Shared/Shaders/Unlit.shader index fe21daaa..88c4fe8e 100644 --- a/UnitySDK/Assets/TiltBrush/Assets/Brushes/Shared/Shaders/Unlit.shader +++ b/UnitySDK/Assets/TiltBrush/Assets/Brushes/Shared/Shaders/Unlit.shader @@ -45,7 +45,7 @@ SubShader { }; struct v2f { - float4 vertex : POSITION; + float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; UNITY_FOG_COORDS(1) @@ -63,7 +63,7 @@ SubShader { return o; } - fixed4 frag (v2f i) : COLOR + fixed4 frag (v2f i) : SV_Target { fixed4 c; UNITY_APPLY_FOG(i.fogCoord, i.color);