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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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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Pass
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{
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ZWrite Off
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Cull Front
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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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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struct vertexInput
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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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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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float4x4 modelMatrix = unity_ObjectToWorld;
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output.viewDir = mul(modelMatrix, input.vertex).xyz
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- _WorldSpaceCameraPos;
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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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// 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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output.pos = UnityObjectToClipPos(input.vertex);
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return output;
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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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return cube;
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}
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ENDCG
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}
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}
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} |