There is probably an easier way to create a gradient skybox but I am lazy.
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const skygeometry = new SphereGeometry( 25, 50, 50 , 0, 2 * Math.PI); | |
const skymaterial = new MeshBasicMaterial(); | |
skymaterial.side = BackSide; | |
skymaterial.onBeforeCompile = function (shader) { | |
shader.vertexShader = shader.vertexShader.replace('#include <common>', '#include <common>\n#define USE_UV'); | |
shader.fragmentShader = shader.fragmentShader.replace('#include <common>', '#include <common>\n#define USE_UV'); | |
shader.vertexShader = shader.vertexShader.replace('#include <uv_vertex>', ` | |
vUv = ( uvTransform * vec3( uv, 1 ) ).xy; | |
`) | |
shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', ` | |
vec4 col1; | |
vec4 col2; | |
float mixAmount; | |
if (vUv.y > 0.5) { | |
col1 = vec4( 249, 229, 180, 1 ) / 255.0; | |
col2 = vec4( 0, 57, 115, 1 ) / 255.0; | |
float newY = (vUv.y - 0.5) * 2.0; | |
mixAmount = sqrt(newY)*2.0; | |
} else { | |
col1 = vec4(0.6); | |
} | |
diffuseColor *= mix(col1, col2, mixAmount); | |
`); | |
}; | |
const skysphere = new Mesh( skygeometry, skymaterial ); | |
skysphere.name = 'skysphere'; | |
scene.add( skysphere ); |
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