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.
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@@ -13,8 +13,6 @@ Material:
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _EMISSION
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- _GLOSSINESS_FROM_BASE_ALPHA
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- _SPECULAR_COLOR
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m_InvalidKeywords: []
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m_LightmapFlags: 1
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m_EnableInstancingVariants: 0
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@@ -49,8 +47,8 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 2800000, guid: 900e49f80a88714429ddb6e43b813ef6, type: 3}
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m_Scale: {x: 5, y: 5}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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@@ -97,6 +95,7 @@ Material:
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- _SrcBlend: 1
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- _SrcBlendAlpha: 1
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- _Surface: 0
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- _XRMotionVectorsPass: 1
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- _ZWrite: 1
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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