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88 lines
1.8 KiB
88 lines
1.8 KiB
Shader "Skybox/Custom Skybox"
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{
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Properties
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{
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_TopColor("Top Color", Color) = (0, 0, 0, 1)
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_BottomColor("Bottom Color", Color) = (0, 0.674, 0.878, 1)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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float4 _TopColor;
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float4 _BottomColor;
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struct appdata
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{
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float4 position : POSITION;
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float3 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 position : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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float4 scrPos : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.position = UnityObjectToClipPos (v.position);
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o.scrPos = o.position;
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o.texcoord = v.texcoord;
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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float4 col = lerp(_TopColor, _BottomColor, saturate(i.scrPos.y / i.scrPos.w * 0.5 + 0.5));
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return col;
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#define PI 3.141592653589793
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float3 p = normalize(i.texcoord);
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float th = acos(p.y);
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float th0 = th - PI/2;
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float phi = atan2(p.x, p.z) + PI;
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th = fmod(th, PI/16);
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phi = fmod(phi, PI/16);
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th = abs(th - PI/32);
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phi = abs(phi - PI/32);
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th = saturate(lerp(1, 0, th*200));
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phi = saturate(lerp(1, 0, phi*200));
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float g = th + phi;
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float f = 1 - 0.5*th0*th0;
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g = lerp(1 - g*f, f, 0.85);
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return float4(g.xxx, 1) * col;
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return float4(p.xz, 0, 1);
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Background" "Queue"="Background" }
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Pass
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{
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ZWrite Off
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Cull Off
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Fog { Mode Off }
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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