From 7f3166a92d00480af8877ff18cfa9ffd09124a53 Mon Sep 17 00:00:00 2001 From: Eyal Biran Date: Fri, 19 Oct 2018 15:30:47 +0300 Subject: [PATCH] Fixed inverted Y issue in iOS (see https://docs.unity3d.com/Manual/SL-GrabPass.html) --- ForceFieldFX/Assets/Shader/ShieldFX.shader | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/ForceFieldFX/Assets/Shader/ShieldFX.shader b/ForceFieldFX/Assets/Shader/ShieldFX.shader index 7300ba2..f826404 100644 --- a/ForceFieldFX/Assets/Shader/ShieldFX.shader +++ b/ForceFieldFX/Assets/Shader/ShieldFX.shader @@ -52,6 +52,7 @@ Shader "Unlit/ShieldFX" v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.screenPos = ComputeGrabScreenPos(o.vertex); //scroll uv o.uv.x += _Time * _ScrollSpeedU; @@ -61,7 +62,7 @@ Shader "Unlit/ShieldFX" fixed3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); fixed dotProduct = 1 - saturate(dot(v.normal, viewDir)); o.rimColor = smoothstep(1 - _FresnelWidth, 1.0, dotProduct) * .5f; - o.screenPos = ComputeScreenPos(o.vertex); + COMPUTE_EYEDEPTH(o.screenPos.z);//eye space depth of the vertex return o; }