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FueraDeEscala/Assets/Game Kit Controller/Shaders/Glow 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

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Shader "Custom/URP_GlowShader"
{
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Size ("Atmosphere Size Multiplier", Range(0,16)) = 4
_Rim ("Fade Power", Range(0,8)) = 4
_Light ("Lighting Power", Range(0,10)) = 1.4
_Ambient ("Ambient Power", Range (0,6)) = 0.8
}
SubShader {
Tags { "RenderType"="Transparent" }
LOD 200
Cull Front
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;
float3 normalOS : NORMAL;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 viewDirWS : TEXCOORD1;
float fogFactor : TEXCOORD2;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float _Size;
float _Rim;
float _Light;
float _Ambient;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
float3 scaled = IN.positionOS.xyz + IN.positionOS.xyz * (_Size / 10.0);
OUT.positionHCS = TransformObjectToHClip(scaled);
float3 normalWS = TransformObjectToWorldNormal(-IN.normalOS); // Invert normal
OUT.normalWS = normalWS;
OUT.viewDirWS = normalize(_WorldSpaceCameraPos - TransformObjectToWorld(scaled));
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float rim = saturate(dot(normalize(IN.viewDirWS), IN.normalWS));
float alpha = lerp(0, 1, pow(rim, _Rim));
// Lighting: simple negative lambert
float3 lightDir = normalize(_MainLightPosition.xyz);
float diff = max(0, dot(-IN.normalWS, lightDir)) * _Light + _Ambient;
float3 color = _Color.rgb * _MainLightColor.rgb * diff;
color = MixFog(color, IN.fogFactor);
return float4(color, alpha * _Color.a);
}
ENDHLSL
}
}
FallBack "Universal Forward"
}