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