2026-03-29 23:03:14 -07:00
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Shader "Custom/URP/SimpleBlur"
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{
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Properties
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{
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_Size ("Blur", Range(0,30)) = 1
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_MainTex ("Mask", 2D) = "white" {}
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2026-02-05 05:07:55 -08:00
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}
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2026-03-29 23:03:14 -07:00
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SubShader
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{
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Tags
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2026-03-27 23:57:08 -07:00
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{
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2026-03-29 23:03:14 -07:00
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"Queue"="Transparent-100"
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"RenderType"="Transparent"
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"RenderPipeline"="UniversalRenderPipeline"
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}
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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Name "Blur"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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2026-03-27 23:57:08 -07:00
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{
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2026-03-29 23:03:14 -07:00
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct Varyings
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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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{
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2026-03-29 23:03:14 -07:00
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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float4 color : COLOR;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_CameraOpaqueTexture);
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SAMPLER(sampler_CameraOpaqueTexture);
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float4 _CameraOpaqueTexture_TexelSize;
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CBUFFER_START(UnityPerMaterial)
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float _Size;
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CBUFFER_END
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Varyings vert (Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
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OUT.color = IN.color;
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return OUT;
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2026-03-27 23:57:08 -07:00
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}
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2026-03-29 23:03:14 -07:00
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half4 frag (Varyings IN) : SV_Target
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{
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float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
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float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a * IN.color.a;
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half4 sum = 0;
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float2 texel = _CameraOpaqueTexture_TexelSize.xy * _Size * alpha;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-4,0)) * 0.05;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-3,0)) * 0.09;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-2,0)) * 0.12;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-1,0)) * 0.15;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV) * 0.18;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(1,0)) * 0.15;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(2,0)) * 0.12;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(3,0)) * 0.09;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(4,0)) * 0.05;
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// vertical blur
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-4)) * 0.05;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-3)) * 0.09;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-2)) * 0.12;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-1)) * 0.15;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,1)) * 0.15;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,2)) * 0.12;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,3)) * 0.09;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,4)) * 0.05;
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return sum;
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2026-02-05 05:07:55 -08:00
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}
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2026-03-29 23:03:14 -07:00
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ENDHLSL
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2026-02-05 05:07:55 -08:00
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}
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}
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}
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