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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@@ -1,59 +1,79 @@
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Shader "Custom/Dissolve"
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Shader "Custom/URP_Dissolve"
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{
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_DissolveTexture("Dissolve Texture", 2D) = "white" {}
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_DissolveTexture("Dissolve Texture", 2D) = "white" {}
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_Amount("Amount", Range(0,1)) = 0
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_DissolveColor ("Disolve Color", Color) = (1,1,1,1)
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_DissolveColor ("Dissolve Color", Color) = (1,1,1,1)
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_DissolveColorAlpha ("Dissolve Color Alpha", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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Cull Off
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "UniversalForward" }
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#pragma target 3.0
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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sampler2D _MainTex;
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struct Attributes {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Input {
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float2 uv_MainTex;
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};
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struct Varyings {
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float fogFactor : TEXCOORD1;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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fixed3 _DissolveColor;
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half _DissolveColorAlpha;
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CBUFFER_START(UnityPerMaterial)
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float4 _Color;
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float _Glossiness;
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float _Metallic;
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float4 _DissolveColor;
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float _DissolveColorAlpha;
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float _Amount;
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CBUFFER_END
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//Dissolve properties
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sampler2D _DissolveTexture;
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half _Amount;
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_DissolveTexture); SAMPLER(sampler_DissolveTexture);
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void surf (Input IN, inout SurfaceOutputStandard o) {
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
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return OUT;
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}
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//Dissolve function
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half dissolve_value = tex2D(_DissolveTexture, IN.uv_MainTex).r;
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clip(dissolve_value - _Amount);
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float4 frag(Varyings IN) : SV_Target
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{
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float dissolve_value = SAMPLE_TEXTURE2D(_DissolveTexture, sampler_DissolveTexture, IN.uv).r;
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clip(dissolve_value - _Amount);
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//Basic shader function
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Emission = fixed3(_DissolveColor.r, _DissolveColor.g, _DissolveColor.b) * step( dissolve_value - _Amount, _DissolveColorAlpha); //emits white color with 0.05 border size
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// Simple metallic/smoothness (not PBR, but for effect)
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float3 emission = _DissolveColor.rgb * step(dissolve_value - _Amount, _DissolveColorAlpha);
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float3 color = albedo.rgb + emission;
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float alpha = albedo.a;
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color = MixFog(color, IN.fogFactor);
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return float4(color, alpha);
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}
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ENDHLSL
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}
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ENDCG
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}
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FallBack "Diffuse"
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FallBack "Universal Forward"
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}
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