2026-03-27 23:57:08 -07:00
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/laserShader" {
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2026-02-05 05:07:55 -08:00
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5)
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}
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2026-03-27 23:57:08 -07:00
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CGINCLUDE
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Migrate shaders to URP and add loading screen
Reworks multiple shaders and materials for URP compatibility and adds a Loading screen/scene and a few model imports. Key changes:
- Converted ProBuilder standard vertex-color shader and several particle/surface shaders to URP HLSL passes (UniversalForward, ShadowCaster, Depth, DepthNormals) preserving base texture * tint * vertex color, normal map and PBR parameters.
- Updated particle SurfaceShader_VC to a URP forward pass and simplified lighting to use URP shader library helpers.
- Updated materials (landMark, tile) to point to project textures, adjust keywords/flags (e.g. XRMotionVectorsPass, disable ShadowCaster for one), tweak tiling and base color values.
- Added a Loading screen UI (UXML, USS) and LoadingScreenController.cs plus a new Loading scene and scene metadata.
- Imported new FBX assets (T-Pose, Untitled) and updated Editor build settings / project settings to include the new Loading scene.
These changes migrate rendering code to the Universal Render Pipeline and add a basic loading UI/scene, while updating materials and project settings accordingly.
2026-02-23 21:47:59 -08:00
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2026-03-27 23:57:08 -07:00
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#include "UnityCG.cginc"
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Migrate shaders to URP and add loading screen
Reworks multiple shaders and materials for URP compatibility and adds a Loading screen/scene and a few model imports. Key changes:
- Converted ProBuilder standard vertex-color shader and several particle/surface shaders to URP HLSL passes (UniversalForward, ShadowCaster, Depth, DepthNormals) preserving base texture * tint * vertex color, normal map and PBR parameters.
- Updated particle SurfaceShader_VC to a URP forward pass and simplified lighting to use URP shader library helpers.
- Updated materials (landMark, tile) to point to project textures, adjust keywords/flags (e.g. XRMotionVectorsPass, disable ShadowCaster for one), tweak tiling and base color values.
- Added a Loading screen UI (UXML, USS) and LoadingScreenController.cs plus a new Loading scene and scene metadata.
- Imported new FBX assets (T-Pose, Untitled) and updated Editor build settings / project settings to include the new Loading scene.
These changes migrate rendering code to the Universal Render Pipeline and add a basic loading UI/scene, while updating materials and project settings accordingly.
2026-02-23 21:47:59 -08:00
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2026-03-27 23:57:08 -07:00
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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Migrate shaders to URP and add loading screen
Reworks multiple shaders and materials for URP compatibility and adds a Loading screen/scene and a few model imports. Key changes:
- Converted ProBuilder standard vertex-color shader and several particle/surface shaders to URP HLSL passes (UniversalForward, ShadowCaster, Depth, DepthNormals) preserving base texture * tint * vertex color, normal map and PBR parameters.
- Updated particle SurfaceShader_VC to a URP forward pass and simplified lighting to use URP shader library helpers.
- Updated materials (landMark, tile) to point to project textures, adjust keywords/flags (e.g. XRMotionVectorsPass, disable ShadowCaster for one), tweak tiling and base color values.
- Added a Loading screen UI (UXML, USS) and LoadingScreenController.cs plus a new Loading scene and scene metadata.
- Imported new FBX assets (T-Pose, Untitled) and updated Editor build settings / project settings to include the new Loading scene.
These changes migrate rendering code to the Universal Render Pipeline and add a basic loading UI/scene, while updating materials and project settings accordingly.
2026-02-23 21:47:59 -08:00
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2026-03-27 23:57:08 -07:00
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v2f vert(appdata_full v) {
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv.xy = v.texcoord.xy;
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return o;
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2026-02-05 05:07:55 -08:00
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}
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2026-03-27 23:57:08 -07:00
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fixed4 frag( v2f i ) : COLOR {
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return tex2D (_MainTex, i.uv.xy) * _TintColor;
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}
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ENDCG
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SubShader {
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Blend SrcAlpha One
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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2026-02-05 05:07:55 -08:00
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FallBack Off
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}
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