Update Game Kit Controller assets

Bulk modifications across the Game Kit Controller package: updated materials and shader, adjusted particle prefabs, and numerous prefab updates for Character Customization, Inventory, Map System, Locked Camera System, Probuilder export objects, Gravity, Health, Mission System and other scene elements. These changes appear to be a large asset rework/reimport or parameter/reference updates to keep prefabs and materials in sync.
This commit is contained in:
Robii Aragon
2026-03-27 23:57:08 -07:00
parent 5218513a22
commit 0777676dbd
426 changed files with 1849 additions and 2082 deletions

View File

@@ -1,11 +1,10 @@
Shader "Custom/URP_Projector"
{
Shader "Custom/Projector" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Attenuation ("Falloff", Range(0.0, 1.0)) = 1.0
_ShadowTex ("Cookie", 2D) = "gray" {}
}
SubShader {
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
@@ -13,51 +12,41 @@
Blend SrcAlpha One // Additive blending
Offset -1, -1
HLSLPROGRAM
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes {
float4 positionOS : POSITION;
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 pos : SV_POSITION;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
float4 uvShadow : TEXCOORD0;
float fogFactor : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float _Attenuation;
CBUFFER_END
TEXTURE2D(_ShadowTex); SAMPLER(sampler_ShadowTex);
float4x4 unity_Projector;
Varyings vert(Attributes IN)
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvShadow = mul(unity_Projector, IN.positionOS);
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
v2f o;
o.pos = UnityObjectToClipPos (vertex);
o.uvShadow = mul (unity_Projector, vertex);
return o;
}
float4 frag(Varyings IN) : SV_Target
sampler2D _ShadowTex;
fixed4 _Color;
float _Attenuation;
fixed4 frag (v2f i) : SV_Target
{
float2 projUV = IN.uvShadow.xy / IN.uvShadow.w;
float4 texCookie = SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, projUV);
float4 outColor = _Color * texCookie.a;
float depth = IN.uvShadow.z;
float atten = clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
float3 color = outColor.rgb * atten;
color = MixFog(color, IN.fogFactor);
return float4(color, outColor.a);
// Apply alpha mask
fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 outColor = _Color * texCookie.a;
// Attenuation
float depth = i.uvShadow.z; // [-1 (near), 1 (far)]
return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
}
ENDHLSL
ENDCG
}
}
}