// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Unlit/6 Sided" { Properties { _Tint ("Tint Color", Color) = (.5, .5, .5, .5) [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 _Rotation ("Rotation", Range(0, 360)) = 0 [NoScaleOffset] _FrontTex ("Front [+Z] (HDR)", 2D) = "grey" {} [NoScaleOffset] _BackTex ("Back [-Z] (HDR)", 2D) = "grey" {} [NoScaleOffset] _LeftTex ("Left [+X] (HDR)", 2D) = "grey" {} [NoScaleOffset] _RightTex ("Right [-X] (HDR)", 2D) = "grey" {} [NoScaleOffset] _UpTex ("Up [+Y] (HDR)", 2D) = "grey" {} [NoScaleOffset] _DownTex ("Down [-Y] (HDR)", 2D) = "grey" {} } SubShader { Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } Cull Off ZWrite Off CGINCLUDE #include "UnityCG.cginc" half4 _Tint; half _Exposure; float _Rotation; float3 RotateAroundYInDegrees (float3 vertex, float degrees) { float alpha = degrees * UNITY_PI / 180.0; float sina, cosa; sincos(alpha, sina, cosa); float2x2 m = float2x2(cosa, -sina, sina, cosa); return float3(mul(m, vertex.xz), vertex.y).xzy; } struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation); o.vertex = UnityObjectToClipPos(rotated); o.texcoord = v.texcoord; return o; } half4 skybox_frag (v2f i, sampler2D smp, half4 smpDecode) { half4 tex = tex2D (smp, i.texcoord); half3 c = DecodeHDR (tex, smpDecode); c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; c *= _Exposure; return half4(c, 1); } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _FrontTex; half4 _FrontTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _BackTex; half4 _BackTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _LeftTex; half4 _LeftTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _RightTex; half4 _RightTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _UpTex; half4 _UpTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _DownTex; half4 _DownTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); } ENDCG } } }