Shader "RenderFX/Skybox Cubed" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
_Tex ("Cubemap", Cube) = "white" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" }
Cull Off ZWrite Off Fog { Mode Off }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
samplerCUBE _Tex;
fixed4 _Tint;
struct appdata_t {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 tex = texCUBE (_Tex, i.texcoord);
fixed4 col;
col.rgb = tex.rgb + _Tint.rgb - unity_ColorSpaceGrey;
col.a = tex.a * _Tint.a;
return col;
}
ENDCG
}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" }
Cull Off ZWrite Off Fog { Mode Off }
Color [_Tint]
Pass {
SetTexture [_Tex] { combine texture +- primary, texture * primary }
}
}
Fallback Off
}
最終更新:2013年02月03日 11:05