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 554eda4392
commit b260d7c93f
37 changed files with 2867 additions and 1155 deletions

View File

@@ -1,47 +1,91 @@
Shader "Custom/SurfaceShader_VC" {
Properties{
Shader "Custom/URP_SurfaceShader_VC"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Normal("Normap Map", 2D) = "bump" {}
_Normal("Normal Map", 2D) = "bump" {}
}
SubShader{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
Blend One OneMinusSrcAlpha
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
Pass
{
Name "FORWARD"
Tags { "LightMode" = "UniversalForward" }
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
sampler2D _MainTex;
sampler2D _Normal;
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
};
struct Input {
float2 uv_MainTex;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
float3 normalWS : TEXCOORD1;
float3 tangentWS : TEXCOORD2;
float3 bitangentWS : TEXCOORD3;
float fogFactor : TEXCOORD4;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color;
CBUFFER_START(UnityPerMaterial)
float4 _Color;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_Normal); SAMPLER(sampler_Normal);
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.color = IN.color;
float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
float3 tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
float3 bitangentWS = cross(normalWS, tangentWS) * IN.tangentOS.w;
OUT.normalWS = normalWS;
OUT.tangentWS = tangentWS;
OUT.bitangentWS = bitangentWS;
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_Normal, sampler_Normal, IN.uv));
float3x3 TBN = float3x3(IN.tangentWS, IN.bitangentWS, IN.normalWS);
float3 normalWS = normalize(mul(normalTS, TBN));
float3 viewDirWS = normalize(_WorldSpaceCameraPos - IN.positionHCS.xyz);
float3 lightDirWS = normalize(_MainLightPosition.xyz);
float3 lightColor = _MainLightColor.rgb;
float NdotL = saturate(dot(normalWS, lightDirWS));
float3 diffuse = albedo.rgb * lightColor * NdotL * IN.color.rgb;
float alpha = albedo.a * IN.color.a;
diffuse = MixFog(diffuse, IN.fogFactor);
return float4(diffuse, alpha);
}
ENDHLSL
}
}
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb*IN.color;
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
o.Alpha = c.a*IN.color.a;
}
ENDCG
}
FallBack "Diffuse"
FallBack "Universal Forward"
}