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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@@ -2,19 +2,24 @@
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Foot Dust Particles
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m_Shader: {fileID: 203, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderKeywords:
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m_Parent: {fileID: 0}
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@@ -54,6 +59,7 @@ Material:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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@@ -75,4 +81,6 @@ Material:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _TintColor: {r: 0.74264705, g: 0.5023789, b: 0.5023789, a: 0.5}
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- _TintColor: {r: 0.3490566, g: 0.3490566, b: 0.3490566, a: 0.5}
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