Files
FueraDeEscala/Assets/Game Kit Controller/Shaders/Simple Blur Shader.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

76 lines
3.4 KiB
Plaintext

Shader "Custom/URP_SimpleBlurShader"
{
Properties {
_Size ("Blur", Range(0, 30)) = 1
[HideInInspector] _MainTex ("Texture (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
ZWrite 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;
float4 color : COLOR;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
float fogFactor : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
float _Size;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture);
float4 _MainTex_ST;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
OUT.color = IN.color;
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float2 uv = IN.uv;
float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).a * IN.color.a;
float2 texelSize = float2(1.0/_ScreenParams.x, 1.0/_ScreenParams.y);
float4 sum = float4(0,0,0,0);
// Horizontal blur
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv) * 0.18;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
sum.rgb = MixFog(sum.rgb, IN.fogFactor);
return sum;
}
ENDHLSL
}
}
}