SKYBOX
Shader "Unlit/CSKYBOX"
{
Properties{
_Tint("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
_Power("Power", Float) = 1.0
_Rotation("Rotation", Range(0, 360)) = 0
_BrightnessColor("Brightness Color", Color) = (1,1,1,1)
_BrightnessAmp("Brightness Amplifier", Float) = 1
_BrightnessCutline("Brightness Cutline", Float) = 3
[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
#pragma target 2.0
#include "UnityCG.cginc"
samplerCUBE _Tex;
half4 _Tex_HDR;
half4 _Tint;
half _Exposure;
half _Power;
half3 _BrightnessColor;
half _BrightnessAmp;
half _BrightnessCutline;
float _Rotation;
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;
}
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
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.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 = pow(c, _Power);
c *= _Exposure;
if (length(c) > _BrightnessCutline)
c *= _BrightnessAmp * _BrightnessColor.rgb;
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
}
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