Compress baked PNGs and tighten XPbr shadows with URP quality tweaks.

Add png_compress to the model pipeline and update TownSquare lighting plus MaleExplorer/plaza textures.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-09-28 16:25:38 +08:00
co-authored by Cursor
parent 9793d8581d
commit 79369e4473
39 changed files with 383 additions and 32 deletions
@@ -13,6 +13,10 @@ Shader "Test/XPbr"
_Metallic("Metallic", Range(0.0, 1.0)) = 0.8
_Roughness("Roughness", Range(0.0, 1.0)) = 0.6
_AO("AO", Range(0.0, 1.0)) = 1.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
@@ -33,13 +37,16 @@ Shader "Test/XPbr"
#pragma target 2.0
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma vertex vert
@@ -155,18 +162,13 @@ Shader "Test/XPbr"
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex vert
#pragma fragment frag
@@ -175,6 +177,7 @@ Shader "Test/XPbr"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
float3 _LightPosition;
Varyings vert(Attributes input)
{
@@ -185,13 +188,18 @@ Shader "Test/XPbr"
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
#if defined(_CASTING_PUNCTUAL_LIGHT_SHADOW)
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
output.positionCS = positionCS;
@@ -210,6 +218,136 @@ Shader "Test/XPbr"
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{ "LightMode" = "DepthOnly" }
ZWrite On
ColorMask R
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#include "XPbr_Base.hlsl"
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
return output;
}
half frag(Varyings input) : SV_TARGET
{
#if defined(_ALPHATEST_ON)
half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a;
clip(alpha - _Cutoff);
#endif
return input.positionCS.z;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature EDITOR_VISUALIZATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _BaseColor;
half _Cutoff;
half _Metallic;
half _Roughness;
half _AO;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_MixTex); SAMPLER(sampler_MixTex);
struct MetaAttributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct MetaVaryings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
#ifdef EDITOR_VISUALIZATION
float2 VizUV : TEXCOORD1;
float4 LightCoord : TEXCOORD2;
#endif
};
MetaVaryings vert(MetaAttributes input)
{
MetaVaryings output = (MetaVaryings)0;
output.positionCS = UnityMetaVertexPosition(input.positionOS.xyz, input.uv1, input.uv2);
output.uv = TRANSFORM_TEX(input.uv0, _MainTex);
#ifdef EDITOR_VISUALIZATION
UnityEditorVizData(input.positionOS.xyz, input.uv0, input.uv1, input.uv2, output.VizUV, output.LightCoord);
#endif
return output;
}
half4 frag(MetaVaryings input) : SV_Target
{
half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
#if defined(_ALPHATEST_ON)
clip(albedoAlpha.a - _Cutoff);
#endif
half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv);
half3 albedo = albedoAlpha.rgb * _BaseColor.rgb;
half metallic = saturate(mixTex.b * _Metallic);
half smoothness = 1.0 - saturate(mixTex.a * _Roughness);
half alpha = 1.0;
BRDFData brdfData;
InitializeBRDFData(albedo, metallic, half3(0.0, 0.0, 0.0), smoothness, alpha, brdfData);
MetaInput metaInput;
metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
metaInput.Emission = half3(0.0, 0.0, 0.0);
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = input.VizUV;
metaInput.LightCoord = input.LightCoord;
#endif
return UnityMetaFragment(metaInput);
}
ENDHLSL
}
}
FallBack Off
@@ -121,11 +121,10 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
#else
inputData.bakedGI = SampleSH(inputData.normalWS);
#endif
// 仅在运行时全局环境光开启后才覆盖(Game.cs 设置);否则保留场景自身 SH/光照贴图,
// 避免编辑器预览比 URP Lit 亮(旧写法无条件覆盖成硬编码的高强度三色环境光)
// 仅覆盖动态物体的探针环境光。光照贴图(含烘焙阴影/间接光)必须保留。
if (_XRuntimeAmbientEnabled > 0.5h)
inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);