ArabDesert/Assets/Bakery/ftSkybox.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Bakery/Skybox" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
_Exposure ("Exposure", Float) = 1.0
_MatrixRight ("Right", Vector) = (1, 0, 0, 0)
_MatrixUp ("Up", Vector) = (0, 1, 0, 0)
_MatrixForward ("Forward", Vector) = (0, 0, 1, 0)
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "white" {}
_NoTexture ("No texture", Float) = 0.0
_Hemispherical ("Hemispherical", Float) = 0.0
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
samplerCUBE _Tex;
half4 _Tex_HDR;
half4 _Tint;
half _Exposure;
float3 _MatrixRight, _MatrixUp, _MatrixForward;
float4x4 reflection2World;
float _NoTexture, _Hemispherical;
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3x3 tform = float3x3(_MatrixRight, _MatrixUp, _MatrixForward);
float3 pos = mul(tform, v.vertex.xyz);
o.vertex = UnityObjectToClipPos(pos);
o.texcoord = mul((float3x3)reflection2World, v.vertex.xyz);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 tex = _NoTexture < 0.5 ? texCUBE (_Tex, i.texcoord) : half4(1,1,1,1);
half3 c = DecodeHDR (tex, _Tex_HDR);
if (unity_ColorSpaceDouble.x < 3) c = pow(c, 2.2f);
c = c * _Tint.rgb;
c *= _Exposure;
if (_Hemispherical > 0.0f) c *= i.texcoord.y < 0 ? 0 : 1;
if (unity_ColorSpaceDouble.x < 3) c = pow(c, 1/2.2f);
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
}