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

@@ -1,10 +1,11 @@
Shader "Custom/Projector" {
Shader "Custom/URP_Projector"
{
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Attenuation ("Falloff", Range(0.0, 1.0)) = 1.0
_ShadowTex ("Cookie", 2D) = "gray" {}
}
Subshader {
SubShader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
@@ -12,41 +13,51 @@
Blend SrcAlpha One // Additive blending
Offset -1, -1
CGPROGRAM
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 pos : SV_POSITION;
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes {
float4 positionOS : POSITION;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
float4 uvShadow : TEXCOORD0;
float fogFactor : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float _Attenuation;
CBUFFER_END
TEXTURE2D(_ShadowTex); SAMPLER(sampler_ShadowTex);
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
Varyings vert(Attributes IN)
{
v2f o;
o.pos = UnityObjectToClipPos (vertex);
o.uvShadow = mul (unity_Projector, vertex);
return o;
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvShadow = mul(unity_Projector, IN.positionOS);
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
sampler2D _ShadowTex;
fixed4 _Color;
float _Attenuation;
fixed4 frag (v2f i) : SV_Target
float4 frag(Varyings IN) : SV_Target
{
// Apply alpha mask
fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 outColor = _Color * texCookie.a;
// Attenuation
float depth = i.uvShadow.z; // [-1 (near), 1 (far)]
return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
float2 projUV = IN.uvShadow.xy / IN.uvShadow.w;
float4 texCookie = SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, projUV);
float4 outColor = _Color * texCookie.a;
float depth = IN.uvShadow.z;
float atten = clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
float3 color = outColor.rgb * atten;
color = MixFog(color, IN.fogFactor);
return float4(color, outColor.a);
}
ENDCG
ENDHLSL
}
}
}