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FueraDeEscala/Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.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 Transparent Diffuse" {
Properties {
_MainTex("Base (RGB)", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,1)
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_BumpMap("Normalmap", 2D) = "bump" {}
_TransparentAmount("Transparent Amount", Float) = 1
_StippleSize("Stipple Size", Float) = 1
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 200
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Name "FORWARD"
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;
float2 uv2 : TEXCOORD1;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
};
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float3 tangentWS : TEXCOORD4;
float3 bitangentWS : TEXCOORD5;
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Color;
float _Glossiness;
float _Metallic;
float _TransparentAmount;
float _StippleSize;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
Varyings vert(Attributes IN) {
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
OUT.uv2 = IN.uv2;
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
OUT.screenPos = ComputeScreenPos(OUT.positionCS);
return OUT;
}
float4 frag(Varyings IN) : SV_Target {
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv));
float3x3 TBN = float3x3(normalize(IN.tangentWS), normalize(IN.bitangentWS), normalize(IN.normalWS));
float3 normalWS = mul(normalTS, TBN);
float alpha = albedo.a * _TransparentAmount;
if (alpha <= 0.01)
discard;
float3 color = albedo.rgb;
return float4(color, alpha);
}
ENDHLSL
}
}
FallBack "Universal Forward"
}