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@tolotratlt
Last active December 25, 2022 06:37
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Blending 6 sided skybox using Unity3D fragment shader
/*Blending 6 Sided skybox. By tlt*/
Shader "Skybox/VertBlendedSkybox"
{
Properties{
_Tint("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
_Rotation("Rotation", Range(0, 360)) = 0
_Blend("Blend", Range(0.0,1.0)) = 0.5
[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" {}
[NoScaleOffset] _FrontTex2("Front 2 [+Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _BackTex2("Back 2 [-Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _LeftTex2("Left 2 [+X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _RightTex2("Right 2 [-X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _UpTex2("Up 2 [+Y] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _DownTex2("Down 2 [-Y] (HDR)", 2D) = "grey" {}
}
SubShader{
Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
half4 _Tint;
half _Exposure;
float _Rotation;
float _Blend;
float3 RotateAroundYInDegrees(float3 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 float3(mul(m, vertex.xz), vertex.y).xzy;
}
//input
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord1 : TEXCOORD0;
float2 texcoord2 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
//output
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord01 : TEXCOORD0;
float2 texcoord02 : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
o.vertex = UnityObjectToClipPos(rotated);
o.texcoord01 = v.texcoord1;
o.texcoord02 = v.texcoord2;
return o;
}
half4 skybox_frag(v2f i, sampler2D smp, sampler2D smp2, half4 smpDecode)
{
half4 tex = tex2D(smp, i.texcoord01);
half4 tex2 = tex2D(smp2, i.texcoord02);
half4 restex = lerp(tex, tex2, _Blend);
half3 c = DecodeHDR(restex, smpDecode);
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _FrontTex;
sampler2D _FrontTex2;
half4 _FrontTex_HDR;
half4 frag(v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex2, _FrontTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _BackTex;
sampler2D _BackTex2;
half4 _BackTex_HDR;
half4 frag(v2f i) : SV_Target { return skybox_frag(i,_BackTex,_BackTex2, _BackTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _LeftTex;
sampler2D _LeftTex2;
half4 _LeftTex_HDR;
half4 frag(v2f i) : SV_Target { return skybox_frag(i,_LeftTex,_LeftTex2, _LeftTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _RightTex;
sampler2D _RightTex2;
half4 _RightTex_HDR;
half4 frag(v2f i) : SV_Target { return skybox_frag(i,_RightTex,_RightTex2, _RightTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _UpTex;
sampler2D _UpTex2;
half4 _UpTex_HDR;
half4 frag(v2f i) : SV_Target { return skybox_frag(i,_UpTex,_UpTex2, _UpTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _DownTex;
sampler2D _DownTex2;
half4 _DownTex_HDR;
half4 frag(v2f i) : SV_Target { return skybox_frag(i,_DownTex,_DownTex2, _DownTex_HDR); }
ENDCG
}
}
}
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