// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Marmoset Skyshop // Copyright 2013 Marmoset LLC // http://marmoset.co Shader "Marmoset/Skydome IBL" { Properties { _SkyCubeIBL ("Custom Sky Cube", Cube) = "white" {} } SubShader { Tags { "Queue"="Background" "RenderType"="Background" } //Cull Off ZWrite Off Fog { Mode Off } Cull Off ZWrite On Fog { Mode Off } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma glsl #pragma target 3.0 #pragma multi_compile MARMO_SKY_BLEND_OFF MARMO_SKY_BLEND_ON #if MARMO_SKY_BLEND_ON #define MARMO_SKY_BLEND #endif #define MARMO_HQ //no sky rotation because the dome geometry rotates by itself //#define MARMO_SKY_ROTATION uniform samplerCUBE _SkyCubeIBL; uniform samplerCUBE _SkyCubeIBL1; #include "UnityCG.cginc" #include "../MarmosetCore.cginc" struct appdata_t { float4 vertex : POSITION; float3 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float3 texcoord : TEXCOORD0; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //o.texcoord = skyProject(_SkyMatrix, _InvSkyMatrix, _SkyMin, _SkyMax, v.vertex.xyz, v.vertex.xyz); o.texcoord = v.vertex.xyz; return o; } half4 frag (v2f i) : COLOR { half4 col = texCUBE(_SkyCubeIBL, i.texcoord); col.rgb = fromRGBM(col) * _ExposureIBL.z; #ifdef MARMO_SKY_BLEND float4 col1 = texCUBE(_SkyCubeIBL1, i.texcoord); col1.rgb = fromRGBM(col1) * _ExposureIBL1.z; col.rgb = lerp(col1.rgb, col.rgb, _BlendWeightIBL); #endif col.a = 1.0; return col; } ENDCG } } Fallback Off }