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

@@ -1,58 +1,17 @@
Shader "Custom/URP_textShader"
{
Shader "Custom/textShader" {
Properties {
_MainTex ("Font Texture", 2D) = "white" {}
_Color ("Text Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Name "FORWARD"
HLSLPROGRAM
#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;
float2 uv : TEXCOORD0;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float fogFactor : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
float4 col = tex * _Color;
col.rgb = MixFog(col.rgb, IN.fogFactor);
return col;
}
ENDHLSL
}
}
_MainTex ("Font Texture", 2D) = "white" {}
_Color ("Text Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off Cull Off ZWrite Off Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass{
Color [_Color]
SetTexture [_MainTex] {
combine primary, texture * primary
}
}
}
}