Shader "RenderFX/Skybox" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
_FrontTex ("Front (+Z)", 2D) = "white" {}
_BackTex ("Back (-Z)", 2D) = "white" {}
_LeftTex ("Left (+X)", 2D) = "white" {}
_RightTex ("Right (-X)", 2D) = "white" {}
_UpTex ("Up (+Y)", 2D) = "white" {}
_DownTex ("down (-Y)", 2D) = "white" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" }
Cull Off ZWrite Off Fog { Mode Off }
CGINCLUDE
#include "UnityCG.cginc"
fixed4 _Tint;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 skybox_frag (v2f i, sampler2D smp)
{
fixed4 tex = tex2D (smp, i.texcoord);
fixed4 col;
col.rgb = tex.rgb + _Tint.rgb - unity_ColorSpaceGrey;
col.a = tex.a * _Tint.a;
return col;
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _FrontTex;
fixed4 frag (v2f i) : COLOR { return skybox_frag(i,_FrontTex); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _BackTex;
fixed4 frag (v2f i) : COLOR { return skybox_frag(i,_BackTex); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _LeftTex;
fixed4 frag (v2f i) : COLOR { return skybox_frag(i,_LeftTex); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _RightTex;
fixed4 frag (v2f i) : COLOR { return skybox_frag(i,_RightTex); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _UpTex;
fixed4 frag (v2f i) : COLOR { return skybox_frag(i,_UpTex); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _DownTex;
fixed4 frag (v2f i) : COLOR { return skybox_frag(i,_DownTex); }
ENDCG
}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" }
Cull Off ZWrite Off Fog { Mode Off }
Color [_Tint]
Pass {
SetTexture [_FrontTex] { combine texture +- primary, texture * primary }
}
Pass {
SetTexture [_BackTex] { combine texture +- primary, texture * primary }
}
Pass {
SetTexture [_LeftTex] { combine texture +- primary, texture * primary }
}
Pass {
SetTexture [_RightTex] { combine texture +- primary, texture * primary }
}
Pass {
SetTexture [_UpTex] { combine texture +- primary, texture * primary }
}
Pass {
SetTexture [_DownTex] { combine texture +- primary, texture * primary }
}
}
}
最終更新:2013年02月03日 11:05