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.
This commit is contained in:
Robii Aragon
2026-02-23 21:47:59 -08:00
parent 31ada61565
commit 0e961ba4b1
37 changed files with 2867 additions and 1155 deletions

View File

@@ -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"
}

View File

@@ -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: []

View File

@@ -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}