Skip to content

Instantly share code, notes, and snippets.

@Arakade
Last active March 22, 2018 22:24
Show Gist options
  • Star 1 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save Arakade/1567b982dfdfb27f345d0dd651e89f13 to your computer and use it in GitHub Desktop.
Save Arakade/1567b982dfdfb27f345d0dd651e89f13 to your computer and use it in GitHub Desktop.
Unity3D script to rotate the skybox
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Skybox/6 Sided-Rotated" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
[NoScaleOffset] _FrontTex ("Front [+Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _BackTex ("Back [-Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _LeftTex ("Left [+X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _RightTex ("Right [-X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _UpTex ("Up [+Y] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _DownTex ("Down [-Y] (HDR)", 2D) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
half4 _Tint;
half _Exposure;
uniform float4x4 _Rotation;
float4 RotateAroundYInDegrees (float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(mul(v.vertex, _Rotation));
o.texcoord = v.texcoord;
return o;
}
half4 skybox_frag (v2f i, sampler2D smp, half4 smpDecode)
{
half4 tex = tex2D (smp, i.texcoord);
half3 c = DecodeHDR (tex, smpDecode);
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _FrontTex;
half4 _FrontTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _BackTex;
half4 _BackTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _LeftTex;
half4 _LeftTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _RightTex;
half4 _RightTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _UpTex;
half4 _UpTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _DownTex;
half4 _DownTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); }
ENDCG
}
}
}
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Skybox/Cubemap-Rotated" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {}
}
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;
uniform float4x4 _Rotation;
float4 RotateAroundYInDegrees (float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(mul(v.vertex, _Rotation));
o.texcoord = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 tex = texCUBE (_Tex, i.texcoord);
half3 c = DecodeHDR (tex, _Tex_HDR);
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
}
using System.Collections;
using UnityEngine;
namespace UGS.environ {
/// <summary>
/// Rotates the skybox of the scene or camera.
/// Requires a special shader.
/// </summary>
internal sealed class SkyBoxRotation : MonoBehaviour {
[SerializeField]
private string propertyName = "_Rotation";
[SerializeField]
private Vector3 eulerAngles = Vector3.zero;
[SerializeField]
private bool affectCameraOnGameObject = false;
[SerializeField]
private bool continuousUpdate = false;
private Material skyBoxMaterial;
public void Awake() {
setup();
}
[ContextMenu("Re-setup")]
private void setup() {
skyBoxMaterial = getSkyboxMaterial();
}
public void Start() {
applyRotation();
}
public void OnEnable() {
if (continuousUpdate) {
StartCoroutine(continuousUpdateCoroutine());
}
}
public void OnDisable() {
if (continuousUpdate) {
StopAllCoroutines();
}
}
private IEnumerator continuousUpdateCoroutine() {
while (true) {
applyRotation();
yield return null;
}
}
[ContextMenu("Apply skybox rotation.")]
public void applyRotation(bool reacquireMaterial = false) {
if (reacquireMaterial) {
setup();
}
var rot = Quaternion.Euler(eulerAngles);
var matrix = Matrix4x4.TRS(Vector3.zero, rot, new Vector3(1, 1, 1));
skyBoxMaterial.SetMatrix(propertyName, matrix);
}
private Material getSkyboxMaterial() {
if (affectCameraOnGameObject) {
var skybox = GetComponent<Skybox>();
Assert.IsNotNull(skybox);
return skybox.material;
} else {
return RenderSettings.skybox;
}
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment