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FueraDeEscala/Assets/Game Kit Controller/Shaders/Dissolve.shader
Robii Aragon 0e961ba4b1 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.
2026-02-23 21:47:59 -08:00

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Shader "Custom/URP_Dissolve"
{
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_DissolveTexture("Dissolve Texture", 2D) = "white" {}
_Amount("Amount", Range(0,1)) = 0
_DissolveColor ("Dissolve Color", Color) = (1,1,1,1)
_DissolveColorAlpha ("Dissolve Color Alpha", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
Pass {
Name "FORWARD"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float fogFactor : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float _Glossiness;
float _Metallic;
float4 _DissolveColor;
float _DissolveColorAlpha;
float _Amount;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_DissolveTexture); SAMPLER(sampler_DissolveTexture);
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float dissolve_value = SAMPLE_TEXTURE2D(_DissolveTexture, sampler_DissolveTexture, IN.uv).r;
clip(dissolve_value - _Amount);
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
// Simple metallic/smoothness (not PBR, but for effect)
float3 emission = _DissolveColor.rgb * step(dissolve_value - _Amount, _DissolveColorAlpha);
float3 color = albedo.rgb + emission;
float alpha = albedo.a;
color = MixFog(color, IN.fogFactor);
return float4(color, alpha);
}
ENDHLSL
}
}
FallBack "Universal Forward"
}