91 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "SkyboxTest"
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| {
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|     Properties
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|     {
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|         _Cube ("Environment Map", Cube) = "" {}
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|         _RotationY ("RotationY", Float) = 0
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|         _RotationX ("RotationX", Float) = 0
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|         _Exposure ("Exposure", Float) = 1
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| 
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|     }
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|     SubShader
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|     {
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|         Tags
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|         {
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|             "Queue" = "Background"
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|         }
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| 
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|         Pass
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|         {
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|             ZWrite Off
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|             Cull Front
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| 
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|             CGPROGRAM
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|             #pragma vertex vert
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|             #pragma fragment frag
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| 
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|             #include "UnityCG.cginc"
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| 
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|             // User-specified uniforms
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|             uniform samplerCUBE _Cube;
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|             float _RotationY;
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|             float _RotationX;
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|             float _Exposure;
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| 
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|             struct vertexInput
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|             {
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|                 float4 vertex : POSITION;
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| 
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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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|             };
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| 
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|             struct vertexOutput
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|             {
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|                 float4 pos : SV_POSITION;
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|                 float3 viewDir : TEXCOORD1;
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| 
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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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|                 UNITY_VERTEX_OUTPUT_STEREO
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|             };
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| 
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|             vertexOutput vert(vertexInput input)
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|             {
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|                 vertexOutput output;
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| 
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|                 UNITY_SETUP_INSTANCE_ID(input);
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|                 UNITY_INITIALIZE_OUTPUT(vertexOutput, output);
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|                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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| 
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| 
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|                 float4x4 modelMatrix = unity_ObjectToWorld;
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|                 output.viewDir = mul(modelMatrix, input.vertex).xyz
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|                     - _WorldSpaceCameraPos;
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| 
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|                 // Add float _RotationY to the view direction
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|                 output.viewDir = mul(output.viewDir,
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|                                      float3x3(1, 0, 0, 0, cos(radians(_RotationY)), sin(radians(_RotationY)), 0,
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|                                               -sin(radians(_RotationY)), cos(radians(_RotationY))));
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| 
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|                 // Add float _RotationX to the view direction
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|                 output.viewDir = mul(output.viewDir,
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|                                      float3x3(cos(radians(_RotationX)), 0, -sin(radians(_RotationX)), 0, 1, 0,
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|                                               sin(radians(_RotationX)), 0, cos(radians(_RotationX))));
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| 
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|                 output.pos = UnityObjectToClipPos(input.vertex);
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|                 return output;
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|             }
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| 
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|             float4 frag(vertexOutput input) : COLOR
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|             {
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|                 // Flip _Cube horizontally
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|                 input.viewDir.x = -input.viewDir.x;
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|                 float4 cube = texCUBE(_Cube, input.viewDir).rgba;
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|                 // Add float _Exposure to the cube
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|                 cube *= _Exposure;
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| 
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|                 return cube;
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|             }
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|             ENDCG
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|         }
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|     }
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| } |