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:
@@ -1,410 +1,356 @@
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/**
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* This shader was created with Shaderforge but contains multiple manual edits.
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* If you modify this shader make sure to go through and pack uv1 and uv2 channels
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* into a single float4 to save on registers (on penalty of compile error)
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*/
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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// Uncomment (just the //) this line to edit with ShaderForge
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// /*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;*/
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// ProBuilder Standard Vertex Color - rewritten for URP (Universal Render Pipeline)
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// Preserves original feature set: Base Texture * Color Tint * Vertex Color, Normal Map, Metallic/Gloss PBR
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Shader "ProBuilder/Standard Vertex Color" {
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Properties {
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_MainTex ("Base Color", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Metallic ("Metallic", Range(0, 1)) = 0
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_Gloss ("Gloss", Range(0, 1)) = 0.8
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_MainTex ("Base Color", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Metallic ("Metallic", Range(0, 1)) = 0
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_Gloss ("Gloss", Range(0, 1)) = 0.8
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Geometry"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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LOD 300
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CGPROGRAM
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#pragma vertex vert
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// ─────────────────────────────────────────────────────────────────
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// UniversalForward – main PBR pass
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// ─────────────────────────────────────────────────────────────────
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Pass {
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Name "UniversalForward"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma target 3.0
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uniform float4 _Color;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform float _Metallic;
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uniform float _Gloss;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float4 vertexColor : COLOR;
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _BumpMap_ST;
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half4 _Color;
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half _Metallic;
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half _Gloss;
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CBUFFER_END
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struct Attributes {
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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half4 vertexColor : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 uv1 : TEXCOORD1;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 vertexColor : COLOR;
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD10;
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struct Varyings {
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uvBump : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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float3 normalWS : TEXCOORD3;
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float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
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half4 vertexColor : COLOR;
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 5);
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fog, yzw: vertex lights
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD7;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = float4(v.texcoord1, v.texcoord2);
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Varyings vert(Attributes v) {
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Varyings o = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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VertexPositionInputs posInputs = GetVertexPositionInputs(v.positionOS.xyz);
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VertexNormalInputs normInputs = GetVertexNormalInputs(v.normalOS, v.tangentOS);
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o.positionCS = posInputs.positionCS;
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o.positionWS = posInputs.positionWS;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uvBump = TRANSFORM_TEX(v.uv, _BumpMap);
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o.normalWS = normInputs.normalWS;
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o.tangentWS = float4(normInputs.tangentWS, v.tangentOS.w * GetOddNegativeScale());
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o.vertexColor = v.vertexColor;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#elif UNITY_SHOULD_SAMPLE_SH
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.staticLightmapUV);
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OUTPUT_SH(o.normalWS.xyz, o.vertexSH);
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half3 vertexLight = VertexLighting(posInputs.positionWS, normInputs.normalWS);
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half fogFactor = ComputeFogFactor(posInputs.positionCS.z);
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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o.shadowCoord = GetShadowCoord(posInputs);
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
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float3 normalLocal = _BumpMap_var.rgb;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = 1.0 - _Gloss; // Convert roughness to gloss
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float perceptualRoughness = _Gloss;
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float roughness = perceptualRoughness * perceptualRoughness;
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float specPow = exp2( gloss * 10.0 + 1.0 );
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#if UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float3 specularColor = _Metallic;
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float specularMonochrome;
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic
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diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = abs(dot( normalDirection, viewDirection ));
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float NdotH = saturate(dot( normalDirection, halfDirection ));
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float VdotH = saturate(dot( viewDirection, halfDirection ));
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||||
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||||
float normTerm = GGXTerm(NdotH, roughness);
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float specularPBL = (visTerm*normTerm) * UNITY_PI;
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#ifdef UNITY_COLORSPACE_GAMMA
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specularPBL = sqrt(max(1e-4h, specularPBL));
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||||
#endif
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||||
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;
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||||
#else
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||||
surfaceReduction = 1.0/(roughness*roughness + 1.0);
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||||
#endif
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specularPBL *= any(specularColor) ? 1.0 : 0.0;
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float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (gi.indirect.specular);
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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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);
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||||
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"
|
||||
}
|
||||
|
||||
@@ -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: []
|
||||
|
||||
@@ -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}
|
||||
|
||||
Reference in New Issue
Block a user