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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@@ -1,34 +1,66 @@
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Shader "Custom/prueba" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Spec Color", Color) = (1,1,1,0)
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_Emission ("Emissive Color", Color) = (0,0,0,0)
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_Shininess ("Shininess", Range (0.1, 1)) = 0.7
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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Tags {"RenderType"="Transparent" "Queue"="Transparent"}
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// Render into depth buffer only
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Shader "Custom/URP_prueba"
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{
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Spec Color", Color) = (1,1,1,0)
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_Emission ("Emissive Color", Color) = (0,0,0,0)
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_Shininess ("Shininess", Range (0.1, 1)) = 0.7
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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Tags {"RenderType"="Transparent" "Queue"="Transparent"}
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LOD 200
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Pass {
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ColorMask 0
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}
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// Render normally
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Pass {
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Material {
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Diffuse [_Color]
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Ambient [_Color]
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Shininess [_Shininess]
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Specular [_SpecColor]
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Emission [_Emission]
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}
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Lighting On
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SetTexture [_MainTex] {
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Combine texture * primary DOUBLE, texture * primary
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Name "FORWARD"
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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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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};
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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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CBUFFER_START(UnityPerMaterial)
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float4 _Color;
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float4 _SpecColor;
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float4 _Emission;
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float _Shininess;
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CBUFFER_END
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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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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float4 frag(Varyings IN) : SV_Target
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{
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float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
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float3 emission = _Emission.rgb;
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float3 specular = _SpecColor.rgb * _Shininess;
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float3 color = albedo.rgb + emission + specular;
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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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}
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}
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}
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