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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@@ -1,109 +1,223 @@
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Shader "Outlined/Diffuse" {
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Properties {
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_Color ("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (0, 1)) = .1
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_MainTex ("Base (RGB)", 2D) = "white" { }
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v) {
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// just make a copy of incoming vertex data but scaled according to normal direction
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v2f o;
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Shader "Custom/URP_Outline_Lit"
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{
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Properties
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{
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[Header(Main)]
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Color ("Base Color", Color) = (1,1,1,1)
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v.vertex *= ( 1 + _Outline);
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[Header(Outline)]
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Width", Range(0, 0.2)) = 0.02
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}
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o.pos = UnityObjectToClipPos(v.vertex);
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//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
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//float2 offset = TransformViewToProjection(norm.xy);
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SubShader
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{
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// CAMBIO 1: Cambiamos a Opaque para que reciba sombras correctamente
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Tags
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{
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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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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader {
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//Tags {"Queue" = "Geometry+100" }
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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// note that a vertex shader is specified here but its using the one above
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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//Offset 50,50
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR { return i.color; }
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ENDCG
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}
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}
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SubShader {
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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SetTexture [_MainTex] { combine primary }
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}
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}
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Fallback "Diffuse"
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// ─────────────────────────────────────────────────────────────
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// PASS 1 – Main (Tu código original)
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// ─────────────────────────────────────────────────────────────
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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Cull Back
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ZWrite On
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ZTest LEqual
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// CAMBIO 2: Desactivamos la transparencia del material principal
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Blend One Zero
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// Tu lógica perfecta de Stencil para que el outline no se raye por dentro
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Stencil
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{
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Ref 1
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma vertex MainVert
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#pragma fragment MainFrag
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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_fragment _ _SHADOWS_SOFT
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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);
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SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Color;
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float4 _OutlineColor;
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float _OutlineWidth;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float3 positionWS : TEXCOORD1;
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float3 normalWS : NORMAL;
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float2 uv : TEXCOORD0;
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};
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Varyings MainVert(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.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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return OUT;
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}
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half4 MainFrag(Varyings IN) : SV_Target
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{
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half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
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float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
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Light mainLight = GetMainLight(shadowCoord);
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half NdotL = saturate(dot(normalize(IN.normalWS), mainLight.direction));
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half3 diffuse = mainLight.color * (NdotL * mainLight.shadowAttenuation);
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half3 ambient = SampleSH(IN.normalWS);
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half3 finalColor = albedo.rgb * (diffuse + ambient);
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return half4(finalColor, albedo.a);
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}
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ENDHLSL
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}
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// ─────────────────────────────────────────────────────────────
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// PASS 2 – ShadowCaster (Para proyectar sombras)
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// ─────────────────────────────────────────────────────────────
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull Back
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HLSLPROGRAM
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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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/Shadows.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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};
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output;
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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// CAMBIO 3: Usamos la posición de la luz principal para que no dé errores
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float3 lightDir = _MainLightPosition.xyz;
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output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDir));
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_TARGET
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{
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return 0;
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}
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ENDHLSL
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}
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// ─────────────────────────────────────────────────────────────
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// PASS 3 – Outline (Tu código original intacto)
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// ─────────────────────────────────────────────────────────────
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Pass
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{
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Name "Outline"
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Tags { "LightMode" = "SRPDefaultUnlit" }
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Cull Front
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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Stencil
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{
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Ref 1
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Comp NotEqual
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}
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HLSLPROGRAM
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#pragma vertex OutlineVert
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#pragma fragment OutlineFrag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Color;
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float4 _OutlineColor;
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float _OutlineWidth;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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};
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Varyings OutlineVert(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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float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
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float3 normalCS = mul((float3x3)UNITY_MATRIX_VP, normalWS);
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float2 offset = normalize(normalCS.xy) * (_OutlineWidth * OUT.positionHCS.w);
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OUT.positionHCS.xy += offset;
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return OUT;
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}
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half4 OutlineFrag(Varyings IN) : SV_Target
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{
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return _OutlineColor;
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}
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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