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

@@ -1,80 +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"
}