Advanced POC - portals, dialogue system + floating words, room loading

This commit is contained in:
2026-01-26 20:31:27 +01:00
parent b5ca4763b3
commit 203b00578a
426 changed files with 123482 additions and 29 deletions
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Shader "Custom/Portal_URP"
{
Properties
{
_InactiveColour ("Inactive Colour", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_DisplayMask ("Display Mask", Float) = 1
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry+500"
}
Cull Off
ZWrite On
ZTest LEqual
Pass
{
Name "Unlit"
Tags { "LightMode"="SRPDefaultUnlit" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _InactiveColour;
float _DisplayMask;
CBUFFER_END
struct Attributes
{
float3 positionOS : POSITION;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float4 screenPos : TEXCOORD0;
};
Varyings vert (Attributes v)
{
Varyings o;
o.positionHCS = TransformObjectToHClip(v.positionOS);
o.screenPos = ComputeScreenPos(o.positionHCS);
return o;
}
half4 frag (Varyings i) : SV_Target
{
float2 uv = i.screenPos.xy / max(i.screenPos.w, 1e-5);
half4 portalCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half displayMask = saturate(_DisplayMask);
half4 finalCol = lerp(_InactiveColour, portalCol, displayMask);
if (displayMask > 0.5h && portalCol.a < 0.1h)
return _InactiveColour;
return finalCol;
}
ENDHLSL
}
}
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Shader "Custom/Slice"
{
Properties
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_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
sliceNormal("normal", Vector) = (0,0,0,0)
sliceCentre ("centre", Vector) = (0,0,0,0)
sliceOffsetDst("offset", Float) = 0
}
SubShader
{
Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "RenderType"="Geometry" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// World space normal of slice, anything along this direction from centre will be invisible
float3 sliceNormal;
// World space centre of slice
float3 sliceCentre;
// Increasing makes more of the mesh visible, decreasing makes less of the mesh visible
float sliceOffsetDst;
void surf (Input IN, inout SurfaceOutputStandard o)
{
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float3 offsetToSliceCentre = adjustedCentre - IN.worldPos;
clip (dot(offsetToSliceCentre, sliceNormal));
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
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ENDCG
}
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