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@aras-p
Created February 1, 2019 16:54
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"Infinite sky" shader for unity
Shader "Unlit/InfiniteSky"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// make this render super early inside transparencies
Tags { "RenderType"="Transparent-400" }
Pass
{
// don't need to write into depth buffer
ZWrite Off
// invert culling; we want to render our sphere inside out
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// This is the actual shader change:
// we'll make the depth be "on the far plane"
#if defined(UNITY_REVERSED_Z)
// when using reversed-Z, make the Z be just a tiny
// bit above 0.0
o.vertex.z = 1.0e-9f;
#else
// when not using reversed-Z, make Z/W be just a tiny
// bit below 1.0
o.vertex.z = o.vertex.w - 1.0e-6f;
#endif
// end of shader change
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); }
ENDCG
}
}
}
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