diff --git a/Assets/Resources/Prefabs/DefaultBall.prefab b/Assets/Resources/Prefabs/DefaultBall.prefab index a09ad46..0303ca7 100644 --- a/Assets/Resources/Prefabs/DefaultBall.prefab +++ b/Assets/Resources/Prefabs/DefaultBall.prefab @@ -26,8 +26,9 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2309223392540829464} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 434, y: 1648, z: 37.9} - m_LocalScale: {x: 0.05, y: 0.05, z: 0.05} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 0 diff --git a/Runtime/MaterialConverter.cs b/Runtime/MaterialConverter.cs index 6f36800..d38e0cf 100644 --- a/Runtime/MaterialConverter.cs +++ b/Runtime/MaterialConverter.cs @@ -41,8 +41,6 @@ public class MaterialConverter : IMaterialConverter private static readonly int Smoothness = Shader.PropertyToID("_Smoothness"); private static readonly int BaseMap = Shader.PropertyToID("_BaseMap"); private static readonly int NormalMap = Shader.PropertyToID("_BumpMap"); - private static readonly int UVChannelVertices = Shader.PropertyToID("_UVChannelVertices"); - private static readonly int UVChannelNormals = Shader.PropertyToID("_UVChannelNormals"); #endregion @@ -53,9 +51,7 @@ public Shader GetShader() private Shader GetShader(PbrMaterial vpxMaterial) { - return vpxMaterial.VertexLerpWithUvEnabled - ? Shader.Find("Visual Pinball/Srp/LerpVertex") - : GetShader(); + return GetShader(); } public static Material GetDefaultMaterial(BlendMode blendMode) @@ -82,11 +78,6 @@ public Material CreateMaterial(PbrMaterial vpxMaterial, ITextureProvider texture unityMaterial.CopyPropertiesFromMaterial(defaultMaterial); unityMaterial.name = vpxMaterial.Id; - if (vpxMaterial.VertexLerpWithUvEnabled) { - unityMaterial.SetFloat(UVChannelVertices, Mesh.AnimationUVChannelVertices); - unityMaterial.SetFloat(UVChannelNormals, Mesh.AnimationUVChannelNormals); - } - // apply some basic manipulations to the color. this just makes very // very white colors be clipped to 0.8204 aka 204/255 is 0.8 // this is to give room to lighting values. so there is more modulation