From 92a5faba580e37e3cdbe942ab3c66425f6ac2fb4 Mon Sep 17 00:00:00 2001 From: pharan Date: Fri, 20 Oct 2017 17:30:53 +0800 Subject: [PATCH] [unity] Use UnityObjectViewPos in Sprite shader. --- .../Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc index f7ace1894..749b91bae 100644 --- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc @@ -344,8 +344,8 @@ VertexOutput vert(VertexInput input) output.pos = calculateLocalPos(input.vertex); output.color = calculateVertexColor(input.color); output.texcoord = float3(calculateTextureCoord(input.texcoord), 0); - - float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex); + + float3 viewPos = UnityObjectViewPos(input.vertex); //float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex); #if defined(FIXED_NORMALS_BACKFACE_RENDERING) || defined(_RIM_LIGHTING) float4 powWorld = calculateWorldPos(input.vertex); #endif