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:
@@ -1,164 +1,76 @@
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Shader "Custom/Simple Blur Shader" {
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Shader "Custom/URP_SimpleBlurShader"
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{
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Properties {
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_Size ("Blur", Range(0, 30)) = 1
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[HideInInspector] _MainTex ("Texture (RGB)", 2D) = "white" {}
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// _TintColor ("Tint Color", Color) = (1,1,1,1)
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}
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Category {
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// We must be transparent, so other objects are drawn before this one.
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
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SubShader
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{
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ZWrite Off
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// Horizontal blur
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GrabPass
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{
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"_HBlur"
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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return o;
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}
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sampler2D _HBlur;
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float4 _HBlur_TexelSize;
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SubShader {
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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Name "FORWARD"
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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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struct Attributes {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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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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float4 color : COLOR;
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float fogFactor : TEXCOORD1;
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};
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CBUFFER_START(UnityPerMaterial)
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float _Size;
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half4 frag( v2f i ) : COLOR
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{
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float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum ;
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}
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ENDCG
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}
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// Vertical blur
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GrabPass
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CBUFFER_END
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture);
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float4 _MainTex_ST;
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Varyings vert(Attributes IN)
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{
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"_VBlur"
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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OUT.color = IN.color;
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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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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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return o;
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}
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sampler2D _VBlur;
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float4 _VBlur_TexelSize;
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float _Size;
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//fixed4 _TintColor;
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half4 frag( v2f i ) : COLOR
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{
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float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum + i.color * alpha;
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}
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ENDCG
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float4 frag(Varyings IN) : SV_Target
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{
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float2 uv = IN.uv;
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float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).a * IN.color.a;
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float2 texelSize = float2(1.0/_ScreenParams.x, 1.0/_ScreenParams.y);
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float4 sum = float4(0,0,0,0);
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// Horizontal blur
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv) * 0.18;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
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sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
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sum.rgb = MixFog(sum.rgb, IN.fogFactor);
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return sum;
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}
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ENDHLSL
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}
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}
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}
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