From 0e961ba4b172ce1edabefcb0f9f7af3b662b3a87 Mon Sep 17 00:00:00 2001
From: Robii Aragon <55045932+RobiiAragon@users.noreply.github.com>
Date: Mon, 23 Feb 2026 21:47:59 -0800
Subject: [PATCH] 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.
---
.../Probuilder/pb_StandardVertexColor.shader | 698 ++++++++----------
.../Materials/landMark.mat | 7 +-
Assets/Game Kit Controller/Materials/tile.mat | 7 +-
.../Shared/Shaders/SurfaceShader_VC.shader | 114 ++-
.../Scenes/2.5d Demo.unity | 4 +-
.../Shaders/Dissolve.shader | 86 ++-
.../Shaders/Foot Dust Particles.mat | 18 +-
.../Shaders/Glow Shader.shader | 132 ++--
.../Others/Transparent Diffuse Stipple.shader | 127 ++--
.../Shaders/Outlined.shader | 324 +++++---
.../Shaders/Projector.shader | 69 +-
.../Shaders/Simple Blur Shader.shader | 218 ++----
.../Shaders/additive.shader | 113 +--
.../Shaders/laserShader.shader | 98 +--
.../Shaders/runShader.shader | 92 ++-
.../Shaders/textShader.shader | 71 +-
Assets/Game/Aliens/SM_Alien_Flaco.fbx.meta | 294 ++++----
Assets/Game/Menus/LoadingScreen.meta | 8 +
.../Menus/LoadingScreen/LoadingScreen.uss | 47 ++
.../LoadingScreen/LoadingScreen.uss.meta | 12 +
.../Menus/LoadingScreen/LoadingScreen.uxml | 7 +
.../LoadingScreen/LoadingScreen.uxml.meta | 10 +
.../LoadingScreen/LoadingScreenController.cs | 80 ++
.../LoadingScreenController.cs.meta | 2 +
Assets/Game/Menus/MainMenu/MainMenu.tss | 3 +-
.../Game/Menus/MainMenu/MainMenuController.cs | 4 +-
.../Crafting/Materials/Alpha_Body_MAT.mat | 2 +-
.../Crafting/Materials/Alpha_Joints_MAT.mat | 2 +-
Assets/Scenes/Loading.unity | 3 +
Assets/Scenes/Loading.unity.meta | 7 +
Assets/Scenes/SampleScene.unity | 4 +-
Assets/T-Pose.fbx | 3 +
Assets/T-Pose.fbx.meta | 685 +++++++++++++++++
Assets/Untitled.fbx | 3 +
Assets/Untitled.fbx.meta | 660 +++++++++++++++++
ProjectSettings/EditorBuildSettings.asset | 4 +-
ProjectSettings/ProjectSettings.asset | 4 +-
37 files changed, 2867 insertions(+), 1155 deletions(-)
create mode 100644 Assets/Game/Menus/LoadingScreen.meta
create mode 100644 Assets/Game/Menus/LoadingScreen/LoadingScreen.uss
create mode 100644 Assets/Game/Menus/LoadingScreen/LoadingScreen.uss.meta
create mode 100644 Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml
create mode 100644 Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml.meta
create mode 100644 Assets/Game/Menus/LoadingScreen/LoadingScreenController.cs
create mode 100644 Assets/Game/Menus/LoadingScreen/LoadingScreenController.cs.meta
create mode 100644 Assets/Scenes/Loading.unity
create mode 100644 Assets/Scenes/Loading.unity.meta
create mode 100644 Assets/T-Pose.fbx
create mode 100644 Assets/T-Pose.fbx.meta
create mode 100644 Assets/Untitled.fbx
create mode 100644 Assets/Untitled.fbx.meta
diff --git a/Assets/Game Kit Controller/Materials/Probuilder/pb_StandardVertexColor.shader b/Assets/Game Kit Controller/Materials/Probuilder/pb_StandardVertexColor.shader
index 55bdd9b5..02823fdf 100644
--- a/Assets/Game Kit Controller/Materials/Probuilder/pb_StandardVertexColor.shader
+++ b/Assets/Game Kit Controller/Materials/Probuilder/pb_StandardVertexColor.shader
@@ -1,410 +1,356 @@
-/**
- * This shader was created with Shaderforge but contains multiple manual edits.
- * If you modify this shader make sure to go through and pack uv1 and uv2 channels
- * into a single float4 to save on registers (on penalty of compile error)
- */
-// Shader created with Shader Forge v1.38
-// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
-// Note: Manually altering this data may prevent you from opening it in Shader Forge
-// Uncomment (just the //) this line to edit with ShaderForge
-// /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-358-OUT,gloss-1813-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32712,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB,C-3150-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31921,y:32805,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31921,y:32620,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32407,y:32978,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:32250,y:32780,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_VertexColor,id:3150,x:31921,y:32967,varname:node_3150,prsc:2;proporder:5964-6665-7736-358-1813;pass:END;sub:END;*/
+// ProBuilder Standard Vertex Color - rewritten for URP (Universal Render Pipeline)
+// Preserves original feature set: Base Texture * Color Tint * Vertex Color, Normal Map, Metallic/Gloss PBR
Shader "ProBuilder/Standard Vertex Color" {
Properties {
- _MainTex ("Base Color", 2D) = "white" {}
- _BumpMap ("Normal Map", 2D) = "bump" {}
- _Color ("Color", Color) = (1,1,1,1)
- _Metallic ("Metallic", Range(0, 1)) = 0
- _Gloss ("Gloss", Range(0, 1)) = 0.8
+ _MainTex ("Base Color", 2D) = "white" {}
+ _BumpMap ("Normal Map", 2D) = "bump" {}
+ _Color ("Color", Color) = (1,1,1,1)
+ _Metallic ("Metallic", Range(0, 1)) = 0
+ _Gloss ("Gloss", Range(0, 1)) = 0.8
}
SubShader {
Tags {
- "RenderType"="Opaque"
+ "RenderType" = "Opaque"
+ "RenderPipeline" = "UniversalPipeline"
+ "Queue" = "Geometry"
}
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
+ LOD 300
- CGPROGRAM
- #pragma vertex vert
+ // ─────────────────────────────────────────────────────────────────
+ // UniversalForward – main PBR pass
+ // ─────────────────────────────────────────────────────────────────
+ Pass {
+ Name "UniversalForward"
+ Tags { "LightMode" = "UniversalForward" }
+
+ HLSLPROGRAM
+ #pragma vertex vert
#pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+ #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
- #pragma target 3.0
- uniform float4 _Color;
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
- uniform float _Metallic;
- uniform float _Gloss;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- float4 vertexColor : COLOR;
+ #pragma multi_compile_instancing
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+
+ TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
+ TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _MainTex_ST;
+ float4 _BumpMap_ST;
+ half4 _Color;
+ half _Metallic;
+ half _Gloss;
+ CBUFFER_END
+
+ struct Attributes {
+ float4 positionOS : POSITION;
+ float3 normalOS : NORMAL;
+ float4 tangentOS : TANGENT;
+ float2 uv : TEXCOORD0;
+ float2 lightmapUV : TEXCOORD1;
+ half4 vertexColor : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 uv1 : TEXCOORD1;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- float4 vertexColor : COLOR;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
- #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
- float4 ambientOrLightmapUV : TEXCOORD10;
+
+ struct Varyings {
+ float4 positionCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float2 uvBump : TEXCOORD1;
+ float3 positionWS : TEXCOORD2;
+ float3 normalWS : TEXCOORD3;
+ float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
+ half4 vertexColor : COLOR;
+ DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 5);
+ half4 fogFactorAndVertexLight : TEXCOORD6; // x: fog, yzw: vertex lights
+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+ float4 shadowCoord : TEXCOORD7;
#endif
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
};
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = float4(v.texcoord1, v.texcoord2);
+
+ Varyings vert(Attributes v) {
+ Varyings o = (Varyings)0;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ VertexPositionInputs posInputs = GetVertexPositionInputs(v.positionOS.xyz);
+ VertexNormalInputs normInputs = GetVertexNormalInputs(v.normalOS, v.tangentOS);
+
+ o.positionCS = posInputs.positionCS;
+ o.positionWS = posInputs.positionWS;
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.uvBump = TRANSFORM_TEX(v.uv, _BumpMap);
+ o.normalWS = normInputs.normalWS;
+ o.tangentWS = float4(normInputs.tangentWS, v.tangentOS.w * GetOddNegativeScale());
o.vertexColor = v.vertexColor;
- #ifdef LIGHTMAP_ON
- o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- o.ambientOrLightmapUV.zw = 0;
- #elif UNITY_SHOULD_SAMPLE_SH
+
+ OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.staticLightmapUV);
+ OUTPUT_SH(o.normalWS.xyz, o.vertexSH);
+
+ half3 vertexLight = VertexLighting(posInputs.positionWS, normInputs.normalWS);
+ half fogFactor = ComputeFogFactor(posInputs.positionCS.z);
+ o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
+
+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+ o.shadowCoord = GetShadowCoord(posInputs);
#endif
- #ifdef DYNAMICLIGHTMAP_ON
- o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
+
return o;
}
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
- float3 normalLocal = _BumpMap_var.rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
-////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
-///////// Gloss:
- float gloss = 1.0 - _Gloss; // Convert roughness to gloss
- float perceptualRoughness = _Gloss;
- float roughness = perceptualRoughness * perceptualRoughness;
- float specPow = exp2( gloss * 10.0 + 1.0 );
-/////// GI Data:
- UnityLight light;
- #ifdef LIGHTMAP_OFF
- light.color = lightColor;
- light.dir = lightDirection;
- light.ndotl = LambertTerm (normalDirection, light.dir);
- #else
- light.color = half3(0.f, 0.f, 0.f);
- light.ndotl = 0.0f;
- light.dir = half3(0.f, 0.f, 0.f);
- #endif
- UnityGIInput d;
- d.light = light;
- d.worldPos = i.posWorld.xyz;
- d.worldViewDir = viewDirection;
- d.atten = attenuation;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- d.ambient = 0;
- d.lightmapUV = i.ambientOrLightmapUV;
- #else
- d.ambient = i.ambientOrLightmapUV;
- #endif
- #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
- d.boxMin[0] = unity_SpecCube0_BoxMin;
- d.boxMin[1] = unity_SpecCube1_BoxMin;
- #endif
- #if UNITY_SPECCUBE_BOX_PROJECTION
- d.boxMax[0] = unity_SpecCube0_BoxMax;
- d.boxMax[1] = unity_SpecCube1_BoxMax;
- d.probePosition[0] = unity_SpecCube0_ProbePosition;
- d.probePosition[1] = unity_SpecCube1_ProbePosition;
- #endif
- d.probeHDR[0] = unity_SpecCube0_HDR;
- d.probeHDR[1] = unity_SpecCube1_HDR;
- Unity_GlossyEnvironmentData ugls_en_data;
- ugls_en_data.roughness = 1.0 - gloss;
- ugls_en_data.reflUVW = viewReflectDirection;
- UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
- lightDirection = gi.light.dir;
- lightColor = gi.light.color;
-////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float LdotH = saturate(dot(lightDirection, halfDirection));
- float3 specularColor = _Metallic;
- float specularMonochrome;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic
- diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = abs(dot( normalDirection, viewDirection ));
- float NdotH = saturate(dot( normalDirection, halfDirection ));
- float VdotH = saturate(dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
- float normTerm = GGXTerm(NdotH, roughness);
- float specularPBL = (visTerm*normTerm) * UNITY_PI;
- #ifdef UNITY_COLORSPACE_GAMMA
- specularPBL = sqrt(max(1e-4h, specularPBL));
- #endif
- specularPBL = max(0, specularPBL * NdotL);
- #if defined(_SPECULARHIGHLIGHTS_OFF)
- specularPBL = 0.0;
- #endif
- half surfaceReduction;
- #ifdef UNITY_COLORSPACE_GAMMA
- surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
- #else
- surfaceReduction = 1.0/(roughness*roughness + 1.0);
- #endif
- specularPBL *= any(specularColor) ? 1.0 : 0.0;
- float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
- half grazingTerm = saturate( gloss + specularMonochrome );
- float3 indirectSpecular = (gi.indirect.specular);
- indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
- indirectSpecular *= surfaceReduction;
- float3 specular = (directSpecular + indirectSpecular);
-/////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 indirectDiffuse = float3(0,0,0);
- indirectDiffuse += gi.indirect.diffuse;
- float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
-/// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma target 3.0
- uniform float4 _Color;
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
- uniform float _Metallic;
- uniform float _Gloss;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- float4 vertexColor : COLOR;
+ half4 frag(Varyings i) : SV_Target {
+ UNITY_SETUP_INSTANCE_ID(i);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+
+ // Albedo = texture * color tint * vertex color (matches original logic)
+ half4 albedoSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
+ half3 albedo = albedoSample.rgb * _Color.rgb * i.vertexColor.rgb;
+
+ // Normal map
+ half4 normalSample = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, i.uvBump);
+ half3 normalTS = UnpackNormal(normalSample);
+ float3 bitangentWS = cross(i.normalWS, i.tangentWS.xyz) * i.tangentWS.w;
+ float3 normalWS = TransformTangentToWorld(normalTS,
+ float3x3(i.tangentWS.xyz, bitangentWS, i.normalWS));
+ normalWS = NormalizeNormalPerPixel(normalWS);
+
+ // Shadow coordinate
+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+ float4 shadowCoord = i.shadowCoord;
+ #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+ float4 shadowCoord = TransformWorldToShadowCoord(i.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
+
+ // Build URP surface / input structs
+ SurfaceData surfaceData = (SurfaceData)0;
+ surfaceData.albedo = albedo;
+ surfaceData.metallic = _Metallic;
+ surfaceData.smoothness = _Gloss;
+ surfaceData.normalTS = normalTS;
+ surfaceData.occlusion = 1.0h;
+ surfaceData.alpha = 1.0h;
+
+ InputData inputData = (InputData)0;
+ inputData.positionWS = i.positionWS;
+ inputData.normalWS = normalWS;
+ inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(i.positionWS);
+ inputData.shadowCoord = shadowCoord;
+ inputData.fogCoord = i.fogFactorAndVertexLight.x;
+ inputData.vertexLighting = i.fogFactorAndVertexLight.yzw;
+ inputData.bakedGI = SAMPLE_GI(i.staticLightmapUV, i.vertexSH, inputData.normalWS);
+ inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(i.positionCS);
+ inputData.shadowMask = SAMPLE_SHADOWMASK(i.staticLightmapUV);
+
+ half4 color = UniversalFragmentPBR(inputData, surfaceData);
+ color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ return color;
+ }
+ ENDHLSL
+ }
+
+ // ─────────────────────────────────────────────────────────────────
+ // ShadowCaster
+ // ─────────────────────────────────────────────────────────────────
+ Pass {
+ Name "ShadowCaster"
+ Tags { "LightMode" = "ShadowCaster" }
+
+ ZWrite On
+ ZTest LEqual
+ ColorMask 0
+ Cull Back
+
+ HLSLPROGRAM
+ #pragma vertex shadowVert
+ #pragma fragment shadowFrag
+ #pragma multi_compile_instancing
+ #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _MainTex_ST;
+ float4 _BumpMap_ST;
+ half4 _Color;
+ half _Metallic;
+ half _Gloss;
+ CBUFFER_END
+
+ float3 _LightDirection;
+ float3 _LightPosition;
+
+ struct ShadowAttributes {
+ float4 positionOS : POSITION;
+ float3 normalOS : NORMAL;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 uv1 : TEXCOORD1;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- float4 vertexColor : COLOR;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
+
+ struct ShadowVaryings {
+ float4 positionCS : SV_POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = float4(v.texcoord1, v.texcoord2);
- o.vertexColor = v.vertexColor;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
+
+ ShadowVaryings shadowVert(ShadowAttributes v) {
+ ShadowVaryings o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+
+ float3 positionWS = TransformObjectToWorld(v.positionOS.xyz);
+ float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
+
+ #if defined(_CASTING_PUNCTUAL_LIGHT_SHADOW)
+ float3 lightDir = normalize(_LightPosition - positionWS);
+ #else
+ float3 lightDir = _LightDirection;
+ #endif
+
+ o.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDir));
+ #if UNITY_REVERSED_Z
+ o.positionCS.z = min(o.positionCS.z, UNITY_NEAR_CLIP_VALUE);
+ #else
+ o.positionCS.z = max(o.positionCS.z, UNITY_NEAR_CLIP_VALUE);
+ #endif
return o;
}
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
- float3 normalLocal = _BumpMap_var.rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
-////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
-///////// Gloss:
- float gloss = 1.0 - _Gloss; // Convert roughness to gloss
- float perceptualRoughness = _Gloss;
- float roughness = perceptualRoughness * perceptualRoughness;
- float specPow = exp2( gloss * 10.0 + 1.0 );
-////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float LdotH = saturate(dot(lightDirection, halfDirection));
- float3 specularColor = _Metallic;
- float specularMonochrome;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic
- diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = abs(dot( normalDirection, viewDirection ));
- float NdotH = saturate(dot( normalDirection, halfDirection ));
- float VdotH = saturate(dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
- float normTerm = GGXTerm(NdotH, roughness);
- float specularPBL = (visTerm*normTerm) * UNITY_PI;
- #ifdef UNITY_COLORSPACE_GAMMA
- specularPBL = sqrt(max(1e-4h, specularPBL));
- #endif
- specularPBL = max(0, specularPBL * NdotL);
- #if defined(_SPECULARHIGHLIGHTS_OFF)
- specularPBL = 0.0;
- #endif
- specularPBL *= any(specularColor) ? 1.0 : 0.0;
- float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
- float3 specular = directSpecular;
-/////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 diffuse = directDiffuse * diffuseColor;
-/// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor * 1,0);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "Meta"
- Tags {
- "LightMode"="Meta"
- }
- Cull Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_META 1
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #include "UnityMetaPass.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma target 3.0
- uniform float4 _Color;
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform float _Metallic;
- uniform float _Gloss;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- float4 vertexColor : COLOR;
+ half4 shadowFrag(ShadowVaryings i) : SV_Target { return 0; }
+ ENDHLSL
+ }
+
+ // ─────────────────────────────────────────────────────────────────
+ // DepthOnly
+ // ─────────────────────────────────────────────────────────────────
+ Pass {
+ Name "DepthOnly"
+ Tags { "LightMode" = "DepthOnly" }
+
+ ZWrite On
+ ColorMask R
+ Cull Back
+
+ HLSLPROGRAM
+ #pragma vertex depthVert
+ #pragma fragment depthFrag
+ #pragma multi_compile_instancing
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _MainTex_ST;
+ float4 _BumpMap_ST;
+ half4 _Color;
+ half _Metallic;
+ half _Gloss;
+ CBUFFER_END
+
+ struct DepthAttributes {
+ float4 positionOS : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 uv1 : TEXCOORD1;
- float4 posWorld : TEXCOORD3;
- float4 vertexColor : COLOR;
+
+ struct DepthVaryings {
+ float4 positionCS : SV_POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
};
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = float4(v.texcoord1, v.texcoord2);
- o.vertexColor = v.vertexColor;
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+
+ DepthVaryings depthVert(DepthAttributes v) {
+ DepthVaryings o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
return o;
}
- float4 frag(VertexOutput i) : SV_Target {
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- UnityMetaInput o;
- UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
- o.Emission = 0;
+ half depthFrag(DepthVaryings i) : SV_Target { return i.positionCS.z; }
+ ENDHLSL
+ }
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 diffColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb);
- float specularMonochrome;
- float3 specColor;
- diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
- float roughness = _Gloss;
- o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+ // ─────────────────────────────────────────────────────────────────
+ // DepthNormals – needed by SSAO and other URP effects
+ // ─────────────────────────────────────────────────────────────────
+ Pass {
+ Name "DepthNormals"
+ Tags { "LightMode" = "DepthNormals" }
- return UnityMetaFragment( o );
+ ZWrite On
+ Cull Back
+
+ HLSLPROGRAM
+ #pragma vertex depthNormalsVert
+ #pragma fragment depthNormalsFrag
+ #pragma multi_compile_instancing
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+ TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _MainTex_ST;
+ float4 _BumpMap_ST;
+ half4 _Color;
+ half _Metallic;
+ half _Gloss;
+ CBUFFER_END
+
+ struct DNAttributes {
+ float4 positionOS : POSITION;
+ float3 normalOS : NORMAL;
+ float4 tangentOS : TANGENT;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct DNVaryings {
+ float4 positionCS : SV_POSITION;
+ float2 uvBump : TEXCOORD0;
+ float3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ DNVaryings depthNormalsVert(DNAttributes v) {
+ DNVaryings o = (DNVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ VertexNormalInputs normInputs = GetVertexNormalInputs(v.normalOS, v.tangentOS);
+ o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
+ o.uvBump = TRANSFORM_TEX(v.uv, _BumpMap);
+ o.normalWS = normInputs.normalWS;
+ o.tangentWS = float4(normInputs.tangentWS, v.tangentOS.w * GetOddNegativeScale());
+ return o;
}
- ENDCG
+
+ float4 depthNormalsFrag(DNVaryings i) : SV_Target {
+ half4 normalSample = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, i.uvBump);
+ half3 normalTS = UnpackNormal(normalSample);
+ float3 bitangentWS = cross(i.normalWS, i.tangentWS.xyz) * i.tangentWS.w;
+ float3 normalWS = TransformTangentToWorld(normalTS,
+ float3x3(i.tangentWS.xyz, bitangentWS, i.normalWS));
+ normalWS = NormalizeNormalPerPixel(normalWS);
+ return float4(normalWS * 0.5 + 0.5, 0.0);
+ }
+ ENDHLSL
}
}
- FallBack "Standard"
+ FallBack "Universal Render Pipeline/Lit"
}
diff --git a/Assets/Game Kit Controller/Materials/landMark.mat b/Assets/Game Kit Controller/Materials/landMark.mat
index 90ef4b72..e9cc1c80 100644
--- a/Assets/Game Kit Controller/Materials/landMark.mat
+++ b/Assets/Game Kit Controller/Materials/landMark.mat
@@ -14,7 +14,6 @@ Material:
m_ValidKeywords:
- _ALPHAPREMULTIPLY_ON
- _EMISSION
- - _SPECULAR_COLOR
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords: []
m_LightmapFlags: 1
@@ -26,6 +25,7 @@ Material:
disabledShaderPasses:
- MOTIONVECTORS
- DepthOnly
+ - SHADOWCASTER
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
@@ -55,7 +55,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
- m_Texture: {fileID: 0}
+ m_Texture: {fileID: 2800000, guid: 435eb10ee7c8e0b41812b2dd39ca7e2b, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
@@ -116,10 +116,11 @@ Material:
- _SrcBlendAlpha: 1
- _Surface: 1
- _UVSec: 0
+ - _XRMotionVectorsPass: 1
- _ZWrite: 0
m_Colors:
- _BaseColor: {r: 0.28275868, g: 0, b: 1, a: 1}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 0.28275865, g: 0, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: []
diff --git a/Assets/Game Kit Controller/Materials/tile.mat b/Assets/Game Kit Controller/Materials/tile.mat
index 33658c65..a773fc33 100644
--- a/Assets/Game Kit Controller/Materials/tile.mat
+++ b/Assets/Game Kit Controller/Materials/tile.mat
@@ -13,8 +13,6 @@ Material:
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- _EMISSION
- - _GLOSSINESS_FROM_BASE_ALPHA
- - _SPECULAR_COLOR
m_InvalidKeywords: []
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
@@ -49,8 +47,8 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
- m_Texture: {fileID: 0}
- m_Scale: {x: 1, y: 1}
+ m_Texture: {fileID: 2800000, guid: 900e49f80a88714429ddb6e43b813ef6, type: 3}
+ m_Scale: {x: 5, y: 5}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
@@ -97,6 +95,7 @@ Material:
- _SrcBlend: 1
- _SrcBlendAlpha: 1
- _Surface: 0
+ - _XRMotionVectorsPass: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
diff --git a/Assets/Game Kit Controller/Prefabs/Particles/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader b/Assets/Game Kit Controller/Prefabs/Particles/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader
index 976f8ff8..218568ca 100644
--- a/Assets/Game Kit Controller/Prefabs/Particles/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader
+++ b/Assets/Game Kit Controller/Prefabs/Particles/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader
@@ -1,47 +1,91 @@
-Shader "Custom/SurfaceShader_VC" {
- Properties{
+Shader "Custom/URP_SurfaceShader_VC"
+{
+ Properties
+ {
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
- _Normal("Normap Map", 2D) = "bump" {}
-
+ _Normal("Normal Map", 2D) = "bump" {}
}
- SubShader{
- Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
+ SubShader
+ {
+ Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
Blend One OneMinusSrcAlpha
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
-#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
+ Pass
+ {
+ Name "FORWARD"
+ Tags { "LightMode" = "UniversalForward" }
- // Use shader model 3.0 target, to get nicer looking lighting
-#pragma target 3.0
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- sampler2D _MainTex;
- sampler2D _Normal;
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float2 uv : TEXCOORD0;
+ float4 color : COLOR;
+ float3 normalOS : NORMAL;
+ float4 tangentOS : TANGENT;
+ };
- struct Input {
- float2 uv_MainTex;
- float4 vertex : SV_POSITION;
- float4 color : COLOR;
- };
+ struct Varyings
+ {
+ float4 positionHCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float4 color : COLOR;
+ float3 normalWS : TEXCOORD1;
+ float3 tangentWS : TEXCOORD2;
+ float3 bitangentWS : TEXCOORD3;
+ float fogFactor : TEXCOORD4;
+ };
- void vert(inout appdata_full v, out Input o)
- {
- UNITY_INITIALIZE_OUTPUT(Input, o);
- o.color = v.color;
+ CBUFFER_START(UnityPerMaterial)
+ float4 _Color;
+ CBUFFER_END
+
+ TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
+ TEXTURE2D(_Normal); SAMPLER(sampler_Normal);
+
+ Varyings vert(Attributes IN)
+ {
+ Varyings OUT;
+ OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
+ OUT.uv = IN.uv;
+ OUT.color = IN.color;
+ float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
+ float3 tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
+ float3 bitangentWS = cross(normalWS, tangentWS) * IN.tangentOS.w;
+ OUT.normalWS = normalWS;
+ OUT.tangentWS = tangentWS;
+ OUT.bitangentWS = bitangentWS;
+ OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
+ return OUT;
+ }
+
+ float4 frag(Varyings IN) : SV_Target
+ {
+ float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
+ float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_Normal, sampler_Normal, IN.uv));
+ float3x3 TBN = float3x3(IN.tangentWS, IN.bitangentWS, IN.normalWS);
+ float3 normalWS = normalize(mul(normalTS, TBN));
+
+ float3 viewDirWS = normalize(_WorldSpaceCameraPos - IN.positionHCS.xyz);
+ float3 lightDirWS = normalize(_MainLightPosition.xyz);
+ float3 lightColor = _MainLightColor.rgb;
+
+ float NdotL = saturate(dot(normalWS, lightDirWS));
+ float3 diffuse = albedo.rgb * lightColor * NdotL * IN.color.rgb;
+
+ float alpha = albedo.a * IN.color.a;
+ diffuse = MixFog(diffuse, IN.fogFactor);
+ return float4(diffuse, alpha);
+ }
+ ENDHLSL
+ }
}
-
- fixed4 _Color;
-
- void surf(Input IN, inout SurfaceOutputStandard o) {
- // Albedo comes from a texture tinted by color
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb*IN.color;
- o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
- o.Alpha = c.a*IN.color.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
+ FallBack "Universal Forward"
}
\ No newline at end of file
diff --git a/Assets/Game Kit Controller/Scenes/2.5d Demo.unity b/Assets/Game Kit Controller/Scenes/2.5d Demo.unity
index ef8256b8..15a3a389 100644
--- a/Assets/Game Kit Controller/Scenes/2.5d Demo.unity
+++ b/Assets/Game Kit Controller/Scenes/2.5d Demo.unity
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:d86c3c1c7bcebdd35fca4b55d1a58bcdf3a812f61caf2e59cb59750b53cd43ae
-size 20581197
+oid sha256:1b377acfa736b8a653d2e6d39010a11ca05329d6627d2c920a4740ffc7c97e01
+size 21656475
diff --git a/Assets/Game Kit Controller/Shaders/Dissolve.shader b/Assets/Game Kit Controller/Shaders/Dissolve.shader
index 579ae335..e2f0b1de 100644
--- a/Assets/Game Kit Controller/Shaders/Dissolve.shader
+++ b/Assets/Game Kit Controller/Shaders/Dissolve.shader
@@ -1,59 +1,79 @@
-Shader "Custom/Dissolve"
+Shader "Custom/URP_Dissolve"
{
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
-
- _DissolveTexture("Dissolve Texture", 2D) = "white" {}
+ _DissolveTexture("Dissolve Texture", 2D) = "white" {}
_Amount("Amount", Range(0,1)) = 0
- _DissolveColor ("Disolve Color", Color) = (1,1,1,1)
+ _DissolveColor ("Dissolve Color", Color) = (1,1,1,1)
_DissolveColorAlpha ("Dissolve Color Alpha", Range(0,1)) = 0.0
}
-
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
- CGPROGRAM
- #pragma surface surf Standard fullforwardshadows
+ Pass {
+ Name "FORWARD"
+ Tags { "LightMode" = "UniversalForward" }
- #pragma target 3.0
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- sampler2D _MainTex;
+ struct Attributes {
+ float4 positionOS : POSITION;
+ float2 uv : TEXCOORD0;
+ };
- struct Input {
- float2 uv_MainTex;
- };
+ struct Varyings {
+ float4 positionHCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float fogFactor : TEXCOORD1;
+ };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- fixed3 _DissolveColor;
- half _DissolveColorAlpha;
+ CBUFFER_START(UnityPerMaterial)
+ float4 _Color;
+ float _Glossiness;
+ float _Metallic;
+ float4 _DissolveColor;
+ float _DissolveColorAlpha;
+ float _Amount;
+ CBUFFER_END
- //Dissolve properties
- sampler2D _DissolveTexture;
- half _Amount;
+ TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
+ TEXTURE2D(_DissolveTexture); SAMPLER(sampler_DissolveTexture);
- void surf (Input IN, inout SurfaceOutputStandard o) {
+ 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;
+ }
- //Dissolve function
- half dissolve_value = tex2D(_DissolveTexture, IN.uv_MainTex).r;
- clip(dissolve_value - _Amount);
+ float4 frag(Varyings IN) : SV_Target
+ {
+ float dissolve_value = SAMPLE_TEXTURE2D(_DissolveTexture, sampler_DissolveTexture, IN.uv).r;
+ clip(dissolve_value - _Amount);
- //Basic shader function
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
+ float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
- o.Albedo = c.rgb;
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- o.Emission = fixed3(_DissolveColor.r, _DissolveColor.g, _DissolveColor.b) * step( dissolve_value - _Amount, _DissolveColorAlpha); //emits white color with 0.05 border size
+ // Simple metallic/smoothness (not PBR, but for effect)
+ float3 emission = _DissolveColor.rgb * step(dissolve_value - _Amount, _DissolveColorAlpha);
+
+ float3 color = albedo.rgb + emission;
+ float alpha = albedo.a;
+ color = MixFog(color, IN.fogFactor);
+ return float4(color, alpha);
+ }
+ ENDHLSL
}
- ENDCG
}
- FallBack "Diffuse"
+ FallBack "Universal Forward"
}
\ No newline at end of file
diff --git a/Assets/Game Kit Controller/Shaders/Foot Dust Particles.mat b/Assets/Game Kit Controller/Shaders/Foot Dust Particles.mat
index b92210e3..ca4b87e8 100644
--- a/Assets/Game Kit Controller/Shaders/Foot Dust Particles.mat
+++ b/Assets/Game Kit Controller/Shaders/Foot Dust Particles.mat
@@ -2,19 +2,24 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
- serializedVersion: 6
+ serializedVersion: 8
m_ObjectHideFlags: 0
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
m_Name: Foot Dust Particles
m_Shader: {fileID: 203, guid: 0000000000000000f000000000000000, type: 0}
- m_ShaderKeywords:
+ m_Parent: {fileID: 0}
+ m_ModifiedSerializedProperties: 0
+ m_ValidKeywords: []
+ m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
+ m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -54,6 +59,7 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
+ m_Ints: []
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
@@ -75,4 +81,6 @@ Material:
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- - _TintColor: {r: 0.74264705, g: 0.5023789, b: 0.5023789, a: 0.5}
+ - _TintColor: {r: 0.3490566, g: 0.3490566, b: 0.3490566, a: 0.5}
+ m_BuildTextureStacks: []
+ m_AllowLocking: 1
diff --git a/Assets/Game Kit Controller/Shaders/Glow Shader.shader b/Assets/Game Kit Controller/Shaders/Glow Shader.shader
index 4b0d1e8f..d06170e1 100644
--- a/Assets/Game Kit Controller/Shaders/Glow Shader.shader
+++ b/Assets/Game Kit Controller/Shaders/Glow Shader.shader
@@ -1,61 +1,73 @@
-Shader "Custom/Glow Shader" {
- Properties {
- _Color ("Color", Color) = (1,1,1,1)
- _Size ("Atmosphere Size Multiplier", Range(0,16)) = 4
- _Rim ("Fade Power", Range(0,8)) = 4
- _Light ("Lighting Power", Range(0,10)) = 1.4
- _Ambient ("Ambient Power", Range (0,6)) = 0.8
- }
- SubShader {
- Tags { "RenderType"="Transparent" }
- LOD 200
-
- Cull Front
-
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf NegativeLambert fullforwardshadows alpha:fade
- #pragma vertex vert
-
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
-
-
- struct Input {
- float3 viewDir;
- };
-
- half _Size;
- half _Rim;
- half _Light;
- half _Ambient;
- fixed4 _Color;
-
- void vert (inout appdata_full v) {
- v.vertex.xyz += v.vertex.xyz * _Size / 10;
- v.normal *= -1;
- }
-
- half4 LightingNegativeLambert (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
- s.Normal = normalize (s.Normal);
-
- half diff = max (0, dot (-s.Normal, lightDir)) * _Light + _Ambient;
-
- half4 c;
- c.rgb = (s.Albedo * _LightColor0 * diff) * atten;
- c.a = s.Alpha;
- return c;
- }
-
- void surf (Input IN, inout SurfaceOutput o) {
- half rim = saturate (dot (normalize (IN.viewDir), o.Normal));
-
- // Albedo comes from a texture tinted by color
- fixed4 c = _Color;
- o.Albedo = c.rgb;
- o.Alpha = lerp (0, 1, pow (rim, _Rim));
- }
- ENDCG
- }
- FallBack "Diffuse"
+Shader "Custom/URP_GlowShader"
+{
+ Properties {
+ _Color ("Color", Color) = (1,1,1,1)
+ _Size ("Atmosphere Size Multiplier", Range(0,16)) = 4
+ _Rim ("Fade Power", Range(0,8)) = 4
+ _Light ("Lighting Power", Range(0,10)) = 1.4
+ _Ambient ("Ambient Power", Range (0,6)) = 0.8
+ }
+ SubShader {
+ Tags { "RenderType"="Transparent" }
+ LOD 200
+ Cull Front
+
+ Pass {
+ Name "FORWARD"
+ Tags { "LightMode" = "UniversalForward" }
+
+ 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;
+ float3 normalOS : NORMAL;
+ };
+
+ struct Varyings {
+ float4 positionHCS : SV_POSITION;
+ float3 normalWS : TEXCOORD0;
+ float3 viewDirWS : TEXCOORD1;
+ float fogFactor : TEXCOORD2;
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _Color;
+ float _Size;
+ float _Rim;
+ float _Light;
+ float _Ambient;
+ CBUFFER_END
+
+ Varyings vert(Attributes IN)
+ {
+ Varyings OUT;
+ float3 scaled = IN.positionOS.xyz + IN.positionOS.xyz * (_Size / 10.0);
+ OUT.positionHCS = TransformObjectToHClip(scaled);
+ float3 normalWS = TransformObjectToWorldNormal(-IN.normalOS); // Invert normal
+ OUT.normalWS = normalWS;
+ OUT.viewDirWS = normalize(_WorldSpaceCameraPos - TransformObjectToWorld(scaled));
+ OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
+ return OUT;
+ }
+
+ float4 frag(Varyings IN) : SV_Target
+ {
+ float rim = saturate(dot(normalize(IN.viewDirWS), IN.normalWS));
+ float alpha = lerp(0, 1, pow(rim, _Rim));
+
+ // Lighting: simple negative lambert
+ float3 lightDir = normalize(_MainLightPosition.xyz);
+ float diff = max(0, dot(-IN.normalWS, lightDir)) * _Light + _Ambient;
+ float3 color = _Color.rgb * _MainLightColor.rgb * diff;
+ color = MixFog(color, IN.fogFactor);
+ return float4(color, alpha * _Color.a);
+ }
+ ENDHLSL
+ }
+ }
+ FallBack "Universal Forward"
}
diff --git a/Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.shader b/Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.shader
index a6d54d05..9d764877 100644
--- a/Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.shader
+++ b/Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.shader
@@ -1,80 +1,83 @@
-Shader "Custom/Transparent Diffuse Stipple" {
+Shader "Custom/URP Transparent Diffuse" {
Properties {
- _MainTex("Base (RGB)", 2D) = "white" { }
- _Color("Main Color", Color) = (1, 1, 1, 1)
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _Metallic ("Metallic", Range(0,1)) = 0.0
-
- _BumpMap ("Normalmap", 2D) = "bump" {}
-
+ _MainTex("Base (RGB)", 2D) = "white" {}
+ _Color("Main Color", Color) = (1,1,1,1)
+ _Glossiness("Smoothness", Range(0,1)) = 0.5
+ _Metallic("Metallic", Range(0,1)) = 0.0
+ _BumpMap("Normalmap", 2D) = "bump" {}
_TransparentAmount("Transparent Amount", Float) = 1
_StippleSize("Stipple Size", Float) = 1
}
-
SubShader {
- Tags { "RenderType"="Opaque" }
+ Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 200
Cull 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"
- CGPROGRAM
- #pragma surface surf Standard fullforwardshadows
+ struct Attributes {
+ float4 positionOS : POSITION;
+ float2 uv : TEXCOORD0;
+ float2 uv2 : TEXCOORD1;
+ float3 normalOS : NORMAL;
+ float4 tangentOS : TANGENT;
+ };
- #pragma target 3.0
+ struct Varyings {
+ float4 positionCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float2 uv2 : TEXCOORD1;
+ float3 normalWS : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ float3 tangentWS : TEXCOORD4;
+ float3 bitangentWS : TEXCOORD5;
+ };
- float _TransparentAmount;
+ CBUFFER_START(UnityPerMaterial)
+ float4 _MainTex_ST;
+ float4 _Color;
+ float _Glossiness;
+ float _Metallic;
+ float _TransparentAmount;
+ float _StippleSize;
+ CBUFFER_END
- sampler2D _MainTex;
+ TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
+ TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
- fixed4 _Color;
+ Varyings vert(Attributes IN) {
+ Varyings OUT;
+ OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
+ OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
+ OUT.uv2 = IN.uv2;
+ OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
+ OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
+ OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
+ OUT.screenPos = ComputeScreenPos(OUT.positionCS);
+ return OUT;
+ }
- sampler2D _BumpMap;
+ float4 frag(Varyings IN) : SV_Target {
+ float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
+ float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv));
+ float3x3 TBN = float3x3(normalize(IN.tangentWS), normalize(IN.bitangentWS), normalize(IN.normalWS));
+ float3 normalWS = mul(normalTS, TBN);
- float _StippleSize;
+ float alpha = albedo.a * _TransparentAmount;
+ if (alpha <= 0.01)
+ discard;
- half _Glossiness;
- half _Metallic;
-
- static const float4x4 kThresholdMatrix = {
- 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
- 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
- 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
- 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
- };
-
- static const float4x4 kKernelMatrix = {
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- };
-
- struct Input {
- float2 uv_MainTex;
- float4 screenPos;
- float3 worldPos;
- float2 uv_BumpMap;
- };
-
- void surf (Input IN, inout SurfaceOutputStandard o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
-
- o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
-
- // Unproject the screen pixel coordiante
- float2 pos = IN.screenPos.xy / IN.screenPos.w;
- pos *= _ScreenParams.xy * _StippleSize;
-
- // Clip pixel within [start, end] distance from camera
- float interpDist = _TransparentAmount;
-
- clip(interpDist - kThresholdMatrix[fmod(pos.x, 4)] * kKernelMatrix[fmod(pos.y, 4)]);
+ float3 color = albedo.rgb;
+ return float4(color, alpha);
+ }
+ ENDHLSL
}
-
- ENDCG
}
- FallBack "Diffuse"
+ FallBack "Universal Forward"
}
diff --git a/Assets/Game Kit Controller/Shaders/Outlined.shader b/Assets/Game Kit Controller/Shaders/Outlined.shader
index 03bc6f52..09480862 100644
--- a/Assets/Game Kit Controller/Shaders/Outlined.shader
+++ b/Assets/Game Kit Controller/Shaders/Outlined.shader
@@ -1,109 +1,223 @@
-Shader "Outlined/Diffuse" {
- Properties {
- _Color ("Main Color", Color) = (.5,.5,.5,1)
- _OutlineColor ("Outline Color", Color) = (0,0,0,1)
- _Outline ("Outline width", Range (0, 1)) = .1
- _MainTex ("Base (RGB)", 2D) = "white" { }
- }
-
-CGINCLUDE
-#include "UnityCG.cginc"
-
-struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
-};
-
-struct v2f {
- float4 pos : POSITION;
- float4 color : COLOR;
-};
-
-uniform float _Outline;
-uniform float4 _OutlineColor;
-
-v2f vert(appdata v) {
- // just make a copy of incoming vertex data but scaled according to normal direction
- v2f o;
+Shader "Custom/URP_Outline_Lit"
+{
+ Properties
+ {
+ [Header(Main)]
+ _MainTex ("Albedo (RGB)", 2D) = "white" {}
+ _Color ("Base Color", Color) = (1,1,1,1)
- v.vertex *= ( 1 + _Outline);
+ [Header(Outline)]
+ _OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineWidth ("Outline Width", Range(0, 0.2)) = 0.02
+ }
- o.pos = UnityObjectToClipPos(v.vertex);
-
- //float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
- //float2 offset = TransformViewToProjection(norm.xy);
+ SubShader
+ {
+ // CAMBIO 1: Cambiamos a Opaque para que reciba sombras correctamente
+ Tags
+ {
+ "RenderType" = "Opaque"
+ "RenderPipeline" = "UniversalPipeline"
+ "Queue" = "Geometry"
+ }
- o.color = _OutlineColor;
- return o;
-}
-ENDCG
-
- SubShader {
- //Tags {"Queue" = "Geometry+100" }
-CGPROGRAM
-#pragma surface surf Lambert
-
-sampler2D _MainTex;
-fixed4 _Color;
-
-struct Input {
- float2 uv_MainTex;
-};
-
-void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
-}
-ENDCG
-
- // note that a vertex shader is specified here but its using the one above
- Pass {
- Name "OUTLINE"
- Tags { "LightMode" = "Always" }
- Cull Front
- ZWrite On
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
- //Offset 50,50
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- half4 frag(v2f i) :COLOR { return i.color; }
- ENDCG
- }
- }
-
- SubShader {
-CGPROGRAM
-#pragma surface surf Lambert
-
-sampler2D _MainTex;
-fixed4 _Color;
-
-struct Input {
- float2 uv_MainTex;
-};
-
-void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
-}
-ENDCG
-
- Pass {
- Name "OUTLINE"
- Tags { "LightMode" = "Always" }
- Cull Front
- ZWrite On
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
-
- SetTexture [_MainTex] { combine primary }
- }
- }
-
- Fallback "Diffuse"
+ // ─────────────────────────────────────────────────────────────
+ // PASS 1 – Main (Tu código original)
+ // ─────────────────────────────────────────────────────────────
+ Pass
+ {
+ Name "ForwardLit"
+ Tags { "LightMode" = "UniversalForward" }
+
+ Cull Back
+ ZWrite On
+ ZTest LEqual
+
+ // CAMBIO 2: Desactivamos la transparencia del material principal
+ Blend One Zero
+
+ // Tu lógica perfecta de Stencil para que el outline no se raye por dentro
+ Stencil
+ {
+ Ref 1
+ Comp Always
+ Pass Replace
+ }
+
+ HLSLPROGRAM
+ #pragma vertex MainVert
+ #pragma fragment MainFrag
+
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+
+ TEXTURE2D(_MainTex);
+ SAMPLER(sampler_MainTex);
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _MainTex_ST;
+ float4 _Color;
+ float4 _OutlineColor;
+ float _OutlineWidth;
+ CBUFFER_END
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float3 normalOS : NORMAL;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct Varyings
+ {
+ float4 positionHCS : SV_POSITION;
+ float3 positionWS : TEXCOORD1;
+ float3 normalWS : NORMAL;
+ float2 uv : TEXCOORD0;
+ };
+
+ Varyings MainVert(Attributes IN)
+ {
+ Varyings OUT;
+ OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
+ OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
+ OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
+ OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
+ return OUT;
+ }
+
+ half4 MainFrag(Varyings IN) : SV_Target
+ {
+ half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
+
+ float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
+ Light mainLight = GetMainLight(shadowCoord);
+
+ half NdotL = saturate(dot(normalize(IN.normalWS), mainLight.direction));
+ half3 diffuse = mainLight.color * (NdotL * mainLight.shadowAttenuation);
+ half3 ambient = SampleSH(IN.normalWS);
+
+ half3 finalColor = albedo.rgb * (diffuse + ambient);
+
+ return half4(finalColor, albedo.a);
+ }
+ ENDHLSL
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // PASS 2 – ShadowCaster (Para proyectar sombras)
+ // ─────────────────────────────────────────────────────────────
+ Pass
+ {
+ Name "ShadowCaster"
+ Tags{"LightMode" = "ShadowCaster"}
+
+ ZWrite On
+ ZTest LEqual
+ ColorMask 0
+ Cull Back
+
+ HLSLPROGRAM
+ #pragma vertex ShadowPassVertex
+ #pragma fragment ShadowPassFragment
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float3 normalOS : NORMAL;
+ };
+
+ struct Varyings
+ {
+ float4 positionCS : SV_POSITION;
+ };
+
+ Varyings ShadowPassVertex(Attributes input)
+ {
+ Varyings output;
+ float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
+ float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
+
+ // CAMBIO 3: Usamos la posición de la luz principal para que no dé errores
+ float3 lightDir = _MainLightPosition.xyz;
+ output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDir));
+ return output;
+ }
+
+ half4 ShadowPassFragment(Varyings input) : SV_TARGET
+ {
+ return 0;
+ }
+ ENDHLSL
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // PASS 3 – Outline (Tu código original intacto)
+ // ─────────────────────────────────────────────────────────────
+ Pass
+ {
+ Name "Outline"
+ Tags { "LightMode" = "SRPDefaultUnlit" }
+
+ Cull Front
+ ZWrite Off
+ ZTest LEqual
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Stencil
+ {
+ Ref 1
+ Comp NotEqual
+ }
+
+ HLSLPROGRAM
+ #pragma vertex OutlineVert
+ #pragma fragment OutlineFrag
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _MainTex_ST;
+ float4 _Color;
+ float4 _OutlineColor;
+ float _OutlineWidth;
+ CBUFFER_END
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float3 normalOS : NORMAL;
+ };
+
+ struct Varyings
+ {
+ float4 positionHCS : SV_POSITION;
+ };
+
+ Varyings OutlineVert(Attributes IN)
+ {
+ Varyings OUT;
+ OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
+
+ float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
+ float3 normalCS = mul((float3x3)UNITY_MATRIX_VP, normalWS);
+ float2 offset = normalize(normalCS.xy) * (_OutlineWidth * OUT.positionHCS.w);
+ OUT.positionHCS.xy += offset;
+ return OUT;
+ }
+
+ half4 OutlineFrag(Varyings IN) : SV_Target
+ {
+ return _OutlineColor;
+ }
+ ENDHLSL
+ }
+ }
+ FallBack "Hidden/Universal Render Pipeline/FallbackError"
}
\ No newline at end of file
diff --git a/Assets/Game Kit Controller/Shaders/Projector.shader b/Assets/Game Kit Controller/Shaders/Projector.shader
index 95764cb9..070e9019 100644
--- a/Assets/Game Kit Controller/Shaders/Projector.shader
+++ b/Assets/Game Kit Controller/Shaders/Projector.shader
@@ -1,10 +1,11 @@
-Shader "Custom/Projector" {
+Shader "Custom/URP_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
@@ -12,41 +13,51 @@
Blend SrcAlpha One // Additive blending
Offset -1, -1
- CGPROGRAM
+ HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 uvShadow : TEXCOORD0;
- float4 pos : SV_POSITION;
+ #pragma multi_compile_fog
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+ struct Attributes {
+ float4 positionOS : 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;
- float4x4 unity_ProjectorClip;
-
- v2f vert (float4 vertex : POSITION)
+
+ Varyings vert(Attributes IN)
{
- v2f o;
- o.pos = UnityObjectToClipPos (vertex);
- o.uvShadow = mul (unity_Projector, vertex);
- return o;
+ 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;
}
-
- sampler2D _ShadowTex;
- fixed4 _Color;
- float _Attenuation;
-
- fixed4 frag (v2f i) : SV_Target
+
+ float4 frag(Varyings IN) : SV_Target
{
- // 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);
+ 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);
}
- ENDCG
+ ENDHLSL
}
}
}
\ No newline at end of file
diff --git a/Assets/Game Kit Controller/Shaders/Simple Blur Shader.shader b/Assets/Game Kit Controller/Shaders/Simple Blur Shader.shader
index c350363a..c32b1f2d 100644
--- a/Assets/Game Kit Controller/Shaders/Simple Blur Shader.shader
+++ b/Assets/Game Kit Controller/Shaders/Simple Blur Shader.shader
@@ -1,164 +1,76 @@
-Shader "Custom/Simple Blur Shader" {
+Shader "Custom/URP_SimpleBlurShader"
+{
Properties {
_Size ("Blur", Range(0, 30)) = 1
[HideInInspector] _MainTex ("Texture (RGB)", 2D) = "white" {}
- // _TintColor ("Tint Color", Color) = (1,1,1,1)
}
- Category {
- // We must be transparent, so other objects are drawn before this one.
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
- SubShader
- {
- ZWrite Off
- // Horizontal blur
- GrabPass
- {
- "_HBlur"
- }
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- float4 color : COLOR;
- };
-
- struct v2f {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- float2 uvmain : TEXCOORD1;
- float4 color : COLOR;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
-
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
-
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
-
- o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.color = v.color;
- return o;
- }
-
- sampler2D _HBlur;
- float4 _HBlur_TexelSize;
+ SubShader {
+ Tags { "Queue"="Transparent" "RenderType"="Transparent" }
+ LOD 100
+ 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;
+ float4 color : COLOR;
+ };
+
+ struct Varyings {
+ float4 positionHCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float4 color : COLOR;
+ float fogFactor : TEXCOORD1;
+ };
+
+ CBUFFER_START(UnityPerMaterial)
float _Size;
-
- half4 frag( v2f i ) : COLOR
- {
- float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
- half4 sum = half4(0,0,0,0);
-
- #define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
-
- sum += GRABPIXEL(0.05, -4.0);
- sum += GRABPIXEL(0.09, -3.0);
- sum += GRABPIXEL(0.12, -2.0);
- sum += GRABPIXEL(0.15, -1.0);
- sum += GRABPIXEL(0.18, 0.0);
- sum += GRABPIXEL(0.15, +1.0);
- sum += GRABPIXEL(0.12, +2.0);
- sum += GRABPIXEL(0.09, +3.0);
- sum += GRABPIXEL(0.05, +4.0);
-
- return sum ;
- }
- ENDCG
- }
-
- // Vertical blur
- GrabPass
+ CBUFFER_END
+
+ TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
+ TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture);
+ float4 _MainTex_ST;
+
+ Varyings vert(Attributes IN)
{
- "_VBlur"
+ Varyings OUT;
+ OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
+ OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
+ OUT.color = IN.color;
+ OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
+ return OUT;
}
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- float4 color : COLOR;
- };
-
- struct v2f {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- float2 uvmain : TEXCOORD1;
- float4 color : COLOR;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
-
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
-
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
-
- o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.color = v.color;
- return o;
- }
-
- sampler2D _VBlur;
- float4 _VBlur_TexelSize;
- float _Size;
- //fixed4 _TintColor;
-
- half4 frag( v2f i ) : COLOR
- {
- float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
- half4 sum = half4(0,0,0,0);
-
- #define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, i.uvgrab.z, i.uvgrab.w))) * weight
-
- sum += GRABPIXEL(0.05, -4.0);
- sum += GRABPIXEL(0.09, -3.0);
- sum += GRABPIXEL(0.12, -2.0);
- sum += GRABPIXEL(0.15, -1.0);
- sum += GRABPIXEL(0.18, 0.0);
- sum += GRABPIXEL(0.15, +1.0);
- sum += GRABPIXEL(0.12, +2.0);
- sum += GRABPIXEL(0.09, +3.0);
- sum += GRABPIXEL(0.05, +4.0);
-
- return sum + i.color * alpha;
- }
- ENDCG
+
+ float4 frag(Varyings IN) : SV_Target
+ {
+ float2 uv = IN.uv;
+ float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).a * IN.color.a;
+ float2 texelSize = float2(1.0/_ScreenParams.x, 1.0/_ScreenParams.y);
+ float4 sum = float4(0,0,0,0);
+
+ // Horizontal blur
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv) * 0.18;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
+ sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
+
+ sum.rgb = MixFog(sum.rgb, IN.fogFactor);
+ return sum;
}
+ ENDHLSL
}
}
}
\ No newline at end of file
diff --git a/Assets/Game Kit Controller/Shaders/additive.shader b/Assets/Game Kit Controller/Shaders/additive.shader
index 1adfda43..a911a35b 100644
--- a/Assets/Game Kit Controller/Shaders/additive.shader
+++ b/Assets/Game Kit Controller/Shaders/additive.shader
@@ -1,62 +1,69 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-
-Shader "Custom/additive" {
- Properties {
+Shader "Custom/URP_Additive"
+{
+ Properties
+ {
_MainTex ("Base", 2D) = "white" {}
_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
}
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- fixed4 _TintColor;
- half4 _MainTex_ST;
-
- struct v2f {
- half4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- fixed4 vertexColor : COLOR;
- };
-
- v2f vert(appdata_full v) {
- v2f o;
-
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.vertexColor = v.color * _TintColor;
-
- return o;
- }
-
- fixed4 frag( v2f i ) : COLOR {
- return tex2D (_MainTex, i.uv.xy) * i.vertexColor;
- }
-
- ENDCG
-
- SubShader {
- Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
+ SubShader
+ {
+ Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
+ LOD 100
Cull Off
- Lighting Off
ZWrite Off
- Fog { Mode Off }
Blend One One
-
- Pass {
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
-
- ENDCG
-
+
+ Pass
+ {
+ Name "FORWARD"
+ Tags { "LightMode" = "UniversalForward" }
+
+ 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;
+ float4 color : COLOR;
+ };
+
+ struct Varyings
+ {
+ float4 positionHCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float4 color : COLOR;
+ float fogFactor : TEXCOORD1;
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _TintColor;
+ CBUFFER_END
+
+ TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
+
+ Varyings vert(Attributes IN)
+ {
+ Varyings OUT;
+ OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
+ OUT.uv = IN.uv;
+ OUT.color = IN.color * _TintColor;
+ 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 * IN.color;
+ col.rgb = MixFog(col.rgb, IN.fogFactor);
+ return col;
+ }
+ ENDHLSL
}
-
- }
+ }
FallBack Off
}
diff --git a/Assets/Game Kit Controller/Shaders/laserShader.shader b/Assets/Game Kit Controller/Shaders/laserShader.shader
index 926dbe6e..b53fbf41 100644
--- a/Assets/Game Kit Controller/Shaders/laserShader.shader
+++ b/Assets/Game Kit Controller/Shaders/laserShader.shader
@@ -1,59 +1,61 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-Shader "Custom/laserShader" {
-
+Shader "Custom/URP_LaserShader"
+{
Properties {
_MainTex ("Base", 2D) = "white" {}
_TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5)
}
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- fixed4 _TintColor;
-
- struct v2f {
- half4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- };
-
- v2f vert(appdata_full v) {
- v2f o;
-
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv.xy = v.texcoord.xy;
-
- return o;
- }
-
- fixed4 frag( v2f i ) : COLOR {
- return tex2D (_MainTex, i.uv.xy) * _TintColor;
- }
-
- ENDCG
-
SubShader {
- Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
+ Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
+ LOD 100
Cull Off
- Lighting Off
ZWrite Off
- Fog { Mode Off }
Blend SrcAlpha One
-
- Pass {
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
-
- ENDCG
-
+
+ Pass {
+ Name "FORWARD"
+ Tags { "LightMode" = "UniversalForward" }
+
+ 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 _TintColor;
+ 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 * _TintColor;
+ col.rgb = MixFog(col.rgb, IN.fogFactor);
+ return col;
+ }
+ ENDHLSL
}
-
- }
+ }
FallBack Off
}
diff --git a/Assets/Game Kit Controller/Shaders/runShader.shader b/Assets/Game Kit Controller/Shaders/runShader.shader
index 983ad884..2a7f7be5 100644
--- a/Assets/Game Kit Controller/Shaders/runShader.shader
+++ b/Assets/Game Kit Controller/Shaders/runShader.shader
@@ -1,34 +1,66 @@
-Shader "Custom/prueba" {
-Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Spec Color", Color) = (1,1,1,0)
- _Emission ("Emissive Color", Color) = (0,0,0,0)
- _Shininess ("Shininess", Range (0.1, 1)) = 0.7
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
-}
-
-SubShader {
- Tags {"RenderType"="Transparent" "Queue"="Transparent"}
- // Render into depth buffer only
+Shader "Custom/URP_prueba"
+{
+ Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _SpecColor ("Spec Color", Color) = (1,1,1,0)
+ _Emission ("Emissive Color", Color) = (0,0,0,0)
+ _Shininess ("Shininess", Range (0.1, 1)) = 0.7
+ _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
+ }
+ SubShader {
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+ LOD 200
Pass {
- ColorMask 0
- }
- // Render normally
- Pass {
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- Material {
- Diffuse [_Color]
- Ambient [_Color]
- Shininess [_Shininess]
- Specular [_SpecColor]
- Emission [_Emission]
- }
- Lighting On
- SetTexture [_MainTex] {
- Combine texture * primary DOUBLE, texture * primary
+ Name "FORWARD"
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask RGB
+ 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;
+ float4 _SpecColor;
+ float4 _Emission;
+ float _Shininess;
+ 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 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
+ float3 emission = _Emission.rgb;
+ float3 specular = _SpecColor.rgb * _Shininess;
+ float3 color = albedo.rgb + emission + specular;
+ float alpha = albedo.a;
+ color = MixFog(color, IN.fogFactor);
+ return float4(color, alpha);
+ }
+ ENDHLSL
}
}
-}
}
\ No newline at end of file
diff --git a/Assets/Game Kit Controller/Shaders/textShader.shader b/Assets/Game Kit Controller/Shaders/textShader.shader
index 0f666f5c..298788bd 100644
--- a/Assets/Game Kit Controller/Shaders/textShader.shader
+++ b/Assets/Game Kit Controller/Shaders/textShader.shader
@@ -1,17 +1,58 @@
-Shader "Custom/textShader" {
+Shader "Custom/URP_textShader"
+{
Properties {
- _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
- }
- }
- }
+ _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
+ }
+ }
}
diff --git a/Assets/Game/Aliens/SM_Alien_Flaco.fbx.meta b/Assets/Game/Aliens/SM_Alien_Flaco.fbx.meta
index 7ea2c244..29b30fed 100644
--- a/Assets/Game/Aliens/SM_Alien_Flaco.fbx.meta
+++ b/Assets/Game/Aliens/SM_Alien_Flaco.fbx.meta
@@ -323,6 +323,38 @@ ModelImporter:
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
+ - boneName: Anular_01.L
+ humanName: Left Middle Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: Anular_02.L
+ humanName: Left Middle Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: Anular_01.R
+ humanName: Right Middle Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: Anular_02.R
+ humanName: Right Middle Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
skeleton:
- name: SM_Alien_Flaco(Clone)
parentName:
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+ rotation: {x: -0.020672573, y: -0.03846385, z: 0.9975811, w: 0.054084077}
+ scale: {x: 1.0000054, y: 0.9999999, z: 1.0000026}
+ - name: Pierna.L
+ parentName: Muslo.L
+ position: {x: -8.8475643e-11, y: 0.0025338887, z: 1.3737007e-10}
+ rotation: {x: 0.028653594, y: -0.004788646, z: 0.14092997, w: 0.98959327}
+ scale: {x: 0.9999998, y: 1.0000005, z: 0.9999999}
+ - name: Bone.019.L
+ parentName: Pierna.L
+ position: {x: -2.3283064e-12, y: 0.0025667772, z: 8.731149e-12}
+ rotation: {x: 0.0035668407, y: -0.00000024339803, z: -0.6324116, w: 0.77462435}
+ scale: {x: 0.99999994, y: 0.9999998, z: 0.99999994}
+ - name: Bone.020.L
+ parentName: Bone.019.L
+ position: {x: -1.4988472e-11, y: 0.00066478376, z: -2.2409949e-11}
+ rotation: {x: -0.0016434314, y: 0.0000012258362, z: -0.16130723, w: 0.9869029}
+ scale: {x: 0.99999994, y: 0.99999994, z: 0.9999999}
+ - name: Muslo.R
+ parentName: Cadera
+ position: {x: -0.00013251524, y: -0.00007523837, z: 0.00048448765}
+ rotation: {x: 0.99758106, y: -0.05408531, z: -0.020673444, w: 0.038463533}
+ scale: {x: 1.0000073, y: 1.0000004, z: 1.0000037}
+ - name: Pierna.R
+ parentName: Muslo.R
+ position: {x: 3.259629e-11, y: 0.0025338891, z: 5.5879353e-11}
+ rotation: {x: 0.028653812, y: 0.004788579, z: -0.14093137, w: 0.989593}
+ scale: {x: 1.0000001, y: 0.99999964, z: 1}
+ - name: Bone.019.R
+ parentName: Pierna.R
+ position: {x: 2.561137e-11, y: 0.0025667765, z: -6.635673e-11}
+ rotation: {x: 0.0035666914, y: 0.00000081196356, z: 0.63241124, w: 0.77462465}
+ scale: {x: 1.0000001, y: 1.0000001, z: 1}
+ - name: Bone.020.R
+ parentName: Bone.019.R
+ position: {x: 4.10364e-11, y: 0.00066478347, z: 8.731149e-12}
+ rotation: {x: -0.0016435799, y: -0.0000012476767, z: 0.16130723, w: 0.9869029}
+ scale: {x: 1, y: 1, z: 0.9999998}
- name: SM_Alien_Flaco
parentName: SM_Alien_Flaco(Clone)
position: {x: 0.53928626, y: 0, z: 0}
@@ -537,7 +569,7 @@ ModelImporter:
legStretch: 0.05
feetSpacing: 0
globalScale: 1
- rootMotionBoneName:
+ rootMotionBoneName: Control_Maestro
hasTranslationDoF: 0
hasExtraRoot: 1
skeletonHasParents: 1
diff --git a/Assets/Game/Menus/LoadingScreen.meta b/Assets/Game/Menus/LoadingScreen.meta
new file mode 100644
index 00000000..171ad619
--- /dev/null
+++ b/Assets/Game/Menus/LoadingScreen.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d941a2d26357b4d45a9b8caa347d5562
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Game/Menus/LoadingScreen/LoadingScreen.uss b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uss
new file mode 100644
index 00000000..ea7d97e3
--- /dev/null
+++ b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uss
@@ -0,0 +1,47 @@
+/* Contenedor Principal responsivo */
+.loading-container {
+ width: 100%;
+ height: 100%;
+ flex-grow: 1;
+ background-color: #000000;
+ align-items: flex-end;
+ justify-content: flex-end;
+ position: relative;
+}
+
+/* Texto de Carga */
+.loading-text {
+ font-size: 50px;
+ color: #ffffff;
+ -unity-font-style: bold;
+ margin-right: 40px;
+ margin-bottom: 40px;
+
+ /* 1. Hacemos la caja más ancha para que quepa "CARGANDO..." con la fuente Komika */
+ width: 350px;
+
+ /* 2. Anclamos el texto a la izquierda de la caja */
+ -unity-text-align: middle-left;
+
+ /* 3. Evitamos estrictamente que el texto salte a la siguiente línea */
+ white-space: nowrap;
+}
+
+/* Contenedor de la Nave */
+.spaceship-icon {
+ /* 1. Quitamos position: absolute para que respete el flujo y baje a la esquina */
+ position: relative;
+
+ /* 2. Tamaño ajustado */
+ width: 250px;
+ height: 250px;
+
+ /* 3. Márgenes para alinearla con el texto (mismo margin-left que el texto) */
+ margin-left: 40px;
+
+ /* 4. Un pequeño margen abajo para que no pegue con las letras */
+ margin-bottom: -20px;
+
+ /* Ajuste de imagen */
+ -unity-background-scale-mode: scale-to-fit;
+}
\ No newline at end of file
diff --git a/Assets/Game/Menus/LoadingScreen/LoadingScreen.uss.meta b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uss.meta
new file mode 100644
index 00000000..4164885f
--- /dev/null
+++ b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uss.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 2338a47a6d4bdf04fb16da5ab852dee3
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
+ disableValidation: 0
+ unsupportedSelectorAction: 0
diff --git a/Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml
new file mode 100644
index 00000000..33856f28
--- /dev/null
+++ b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml
@@ -0,0 +1,7 @@
+
+
+
+
+
+
+
diff --git a/Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml.meta b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml.meta
new file mode 100644
index 00000000..1b0dd73f
--- /dev/null
+++ b/Assets/Game/Menus/LoadingScreen/LoadingScreen.uxml.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 574e334a49fbd6945b59354aed996919
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
diff --git a/Assets/Game/Menus/LoadingScreen/LoadingScreenController.cs b/Assets/Game/Menus/LoadingScreen/LoadingScreenController.cs
new file mode 100644
index 00000000..4019eb34
--- /dev/null
+++ b/Assets/Game/Menus/LoadingScreen/LoadingScreenController.cs
@@ -0,0 +1,80 @@
+using UnityEngine;
+using UnityEngine.UIElements;
+using UnityEngine.SceneManagement;
+using System.Collections;
+
+public class LoadingScreenController : MonoBehaviour
+{
+ private UIDocument _doc;
+ private Label _loadingText;
+ private VisualElement _spaceship;
+
+ private int _dotCount = 0;
+ private float _time = 0f;
+
+ [Header("Configuración de Carga")]
+ public string sceneToLoad = "SampleScene";
+
+ private void Awake()
+ {
+ _doc = GetComponent();
+ var root = _doc.rootVisualElement;
+
+ _loadingText = root.Q