From 7c05a3db89e398081f5d3221305e61169acd9bd6 Mon Sep 17 00:00:00 2001 From: dal4segno Date: Tue, 1 Sep 2026 17:08:52 +0900 Subject: [PATCH] Migrate rendering to URP --- Assets/DefaultVolumeProfile.asset | 798 ++++++++++++++++++ Assets/DefaultVolumeProfile.asset.meta | 8 + .../Editor/PrototypeSceneBuilder.cs | 11 +- .../Gameplay/Presentation/AttackFlash.cs | 21 +- .../Gameplay/Presentation/AttackTracer.cs | 21 +- .../Generated/Materials/AlliedPortal.mat | 29 +- .../Northbound/Generated/Materials/Core.mat | 29 +- .../Generated/Materials/CrystalActive.mat | 29 +- .../Generated/Materials/CrystalDormant.mat | 29 +- .../Generated/Materials/EnemyElite.mat | 29 +- .../Generated/Materials/EnemyGrunt.mat | 29 +- .../Generated/Materials/EnemyPortal.mat | 29 +- .../Generated/Materials/EnemyRaider.mat | 29 +- .../Northbound/Generated/Materials/Ground.mat | 29 +- .../Northbound/Generated/Materials/Lane.mat | 29 +- .../Northbound/Generated/Materials/Player.mat | 29 +- .../Generated/Materials/RuinedPortal.mat | 29 +- .../Northbound/Generated/Materials/Tower.mat | 29 +- .../New Universal Render Pipeline Asset.asset | 143 ++++ ...Universal Render Pipeline Asset.asset.meta | 8 + ...ersal Render Pipeline Asset_Renderer.asset | 56 ++ ... Render Pipeline Asset_Renderer.asset.meta | 8 + Assets/URPDefaultResources.meta | 8 + .../Default_2D_Renderer.asset | 57 ++ .../Default_2D_Renderer.asset.meta | 8 + Assets/URPDefaultResources/High.asset | 143 ++++ Assets/URPDefaultResources/High.asset.meta | 8 + Assets/URPDefaultResources/Low.asset | 143 ++++ Assets/URPDefaultResources/Low.asset.meta | 8 + Assets/URPDefaultResources/Medium.asset | 143 ++++ Assets/URPDefaultResources/Medium.asset.meta | 8 + Assets/URPDefaultResources/Ultra.asset | 143 ++++ Assets/URPDefaultResources/Ultra.asset.meta | 8 + Assets/URPDefaultResources/Very High.asset | 143 ++++ .../URPDefaultResources/Very High.asset.meta | 8 + Assets/URPDefaultResources/Very Low.asset | 143 ++++ .../URPDefaultResources/Very Low.asset.meta | 8 + ...niversalRenderPipelineGlobalSettings.asset | 442 ++++++++++ ...salRenderPipelineGlobalSettings.asset.meta | 8 + Packages/manifest.json | 1 + Packages/packages-lock.json | 105 +++ ProjectSettings/GraphicsSettings.asset | 7 +- ProjectSettings/InputManager.asset | 144 ++++ ProjectSettings/QualitySettings.asset | 14 +- ProjectSettings/ShaderGraphSettings.asset | 19 + ProjectSettings/URPProjectSettings.asset | 16 + 46 files changed, 3160 insertions(+), 26 deletions(-) create mode 100644 Assets/DefaultVolumeProfile.asset create mode 100644 Assets/DefaultVolumeProfile.asset.meta create mode 100644 Assets/Northbound/New Universal Render Pipeline Asset.asset create mode 100644 Assets/Northbound/New Universal Render Pipeline Asset.asset.meta create mode 100644 Assets/Northbound/New Universal Render Pipeline Asset_Renderer.asset create mode 100644 Assets/Northbound/New Universal Render Pipeline Asset_Renderer.asset.meta create mode 100644 Assets/URPDefaultResources.meta create mode 100644 Assets/URPDefaultResources/Default_2D_Renderer.asset create mode 100644 Assets/URPDefaultResources/Default_2D_Renderer.asset.meta create mode 100644 Assets/URPDefaultResources/High.asset create mode 100644 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Northbound.Editor { var path = $"{MaterialDirectory}/{name}.mat"; var material = AssetDatabase.LoadAssetAtPath(path); + var shader = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard"); + if (shader == null) + { + throw new InvalidDataException("Northbound requires the URP Lit or Standard shader to build prototype materials."); + } + if (material == null) { - var shader = Shader.Find("Standard") ?? Shader.Find("Universal Render Pipeline/Lit"); material = new Material(shader) { name = name }; AssetDatabase.CreateAsset(material, path); } + else if (material.shader != shader) + { + material.shader = shader; + } material.color = color; EditorUtility.SetDirty(material); diff --git a/Assets/Northbound/Gameplay/Presentation/AttackFlash.cs b/Assets/Northbound/Gameplay/Presentation/AttackFlash.cs index d69e63b..6a02b0a 100644 --- a/Assets/Northbound/Gameplay/Presentation/AttackFlash.cs +++ b/Assets/Northbound/Gameplay/Presentation/AttackFlash.cs @@ -26,11 +26,15 @@ namespace Northbound.Gameplay.Presentation renderer.shadowCastingMode = ShadowCastingMode.Off; renderer.receiveShadows = false; - var shader = Shader.Find("Sprites/Default") ?? Shader.Find("Unlit/Color") ?? Shader.Find("Standard"); + var shader = Shader.Find("Universal Render Pipeline/Particles/Unlit") + ?? Shader.Find("Sprites/Default") + ?? Shader.Find("Unlit/Color") + ?? Shader.Find("Standard"); var material = new Material(shader) { color = color }; + ConfigureTransparentMaterial(material); renderer.sharedMaterial = material; flash.AddComponent().Configure(material, radius, color, duration); @@ -76,5 +80,20 @@ namespace Northbound.Gameplay.Presentation flashMaterial.color = color; } } + + private static void ConfigureTransparentMaterial(Material material) + { + if (material.HasProperty("_Surface")) + { + material.SetFloat("_Surface", 1f); + material.SetFloat("_Blend", 0f); + material.SetFloat("_SrcBlend", (float)BlendMode.SrcAlpha); + material.SetFloat("_DstBlend", (float)BlendMode.OneMinusSrcAlpha); + material.SetFloat("_ZWrite", 0f); + material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); + material.SetOverrideTag("RenderType", "Transparent"); + material.renderQueue = (int)RenderQueue.Transparent; + } + } } } diff --git a/Assets/Northbound/Gameplay/Presentation/AttackTracer.cs b/Assets/Northbound/Gameplay/Presentation/AttackTracer.cs index e0ac6a0..27c4ef8 100644 --- a/Assets/Northbound/Gameplay/Presentation/AttackTracer.cs +++ b/Assets/Northbound/Gameplay/Presentation/AttackTracer.cs @@ -34,11 +34,15 @@ namespace Northbound.Gameplay.Presentation line.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; line.receiveShadows = false; - var shader = Shader.Find("Sprites/Default") ?? Shader.Find("Unlit/Color") ?? Shader.Find("Standard"); + var shader = Shader.Find("Universal Render Pipeline/Particles/Unlit") + ?? Shader.Find("Sprites/Default") + ?? Shader.Find("Unlit/Color") + ?? Shader.Find("Standard"); tracerMaterial = new Material(shader) { color = Color.white }; + ConfigureTransparentMaterial(tracerMaterial); line.sharedMaterial = tracerMaterial; line.SetPosition(0, origin + Vector3.up * 0.45f); @@ -80,5 +84,20 @@ namespace Northbound.Gameplay.Presentation line.startWidth = width; line.endWidth = width * 0.55f; } + + private static void ConfigureTransparentMaterial(Material material) + { + if (material.HasProperty("_Surface")) + { + material.SetFloat("_Surface", 1f); + material.SetFloat("_Blend", 0f); + material.SetFloat("_SrcBlend", (float)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetFloat("_DstBlend", (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetFloat("_ZWrite", 0f); + material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); + material.SetOverrideTag("RenderType", "Transparent"); + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + } + } } } diff --git 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