Shader "World Political Map/Skybox/DualSkybox" { Properties { _SkyboxTint ("Skybox Tint", Color) = (.5, .5, .5, 1) _SunColor ("Sun Tint", Color) = (1,0.9568,0.8392) _SunSize ("Sun Size", Range(0,1)) = 0.15 _SunFlareSize ("Sun Flare Size", Float) = 5 _SpaceToGround("Space To Ground", Range(0,1)) = 1 [NoScaleOffset] _Environment ("Environment (HDR)", 2D) = "black" {} [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 _Rotation ("Rotation", Range(0, 360)) = 0 [NoScaleOffset] _SunFlareTex ("Sun Flare Tex", 2D) = "black" {} [NoScaleOffset] _FrontTex ("Space Front [+Z] (HDR)", 2D) = "grey" {} [NoScaleOffset] _BackTex ("Space Back [-Z] (HDR)", 2D) = "grey" {} [NoScaleOffset] _LeftTex ("Space Left [+X] (HDR)", 2D) = "grey" {} [NoScaleOffset] _RightTex ("Space Right [-X] (HDR)", 2D) = "grey" {} [NoScaleOffset] _UpTex ("Space Up [+Y] (HDR)", 2D) = "grey" {} [NoScaleOffset] _DownTex ("Space Down [-Y] (HDR)", 2D) = "grey" {} } SubShader { Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } Cull Off ZWrite Off CGINCLUDE #include "UnityCG.cginc" half _Exposure; float _Rotation; float _SunFlareSize; half3 _SkyboxTint; half _SunSize; half3 _SunColor; sampler2D _SunFlareTex; half _SpaceToGround; sampler2D _Environment; half4 _Environment_HDR; float4x4 _CameraRot; 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; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 scrPos : TEXCOORD1; float4 lightPos : TEXCOORD2; float3 ray: TEXCOORD3; 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.pos = UnityObjectToClipPos(rotated); o.uv = v.uv; o.scrPos = o.pos; o.lightPos = UnityObjectToClipPos(_WorldSpaceLightPos0.xyz); o.ray = mul((float3x3)_CameraRot, v.vertex.xyz); return o; } inline half3 LinearColor(half3 color) { #if defined(UNITY_COLORSPACE_GAMMA) // color properties are passed in gamma space, we need to switch to linear color *= color; #endif return color; } half3 addSun(v2f i) { // sun float2 scrDist = i.scrPos.xy/i.scrPos.w - i.lightPos.xy/i.lightPos.w; scrDist.x *= _ScreenParams.x/_ScreenParams.y; half sunDist = length(scrDist); half sunIntensity = 1.0 - smoothstep(0.0, _SunSize, sunDist); sunIntensity *= sunIntensity; half3 sunColor = LinearColor(_SunColor) * sunIntensity; half3 sunFlare = tex2D(_SunFlareTex, scrDist.xy * _SunFlareSize + 0.5).rgb; sunColor += sunFlare; return sunColor; } inline float2 ToRadialCoords(float3 coords) { float3 normalizedCoords = normalize(coords); float latitude = acos(normalizedCoords.y); float longitude = atan2(normalizedCoords.z, normalizedCoords.x); float2 sphereCoords = float2(longitude, latitude) * float2(0.5/UNITY_PI, 1.0/UNITY_PI); return float2(0.5,1.0) - sphereCoords; } half4 skybox_frag (v2f i, sampler2D smpSpace, half4 smpDecode) { half4 texSpace = tex2D (smpSpace, i.uv); texSpace.rgb = DecodeHDR (texSpace, smpDecode); texSpace.rgb = max(texSpace.rgb, addSun(i)); float2 tc = ToRadialCoords(i.ray); half4 texEnvironment = tex2D(_Environment, tc); texEnvironment.rgb = DecodeHDR (texEnvironment, _Environment_HDR); half4 color = lerp(texEnvironment, texSpace, _SpaceToGround); color.rgb *= _SkyboxTint * unity_ColorSpaceDouble.rgb; color.rgb *= _Exposure; return color; } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _FrontTex; half4 _FrontTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _BackTex; half4 _BackTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex,_BackTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _LeftTex; half4 _LeftTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex,_LeftTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _RightTex; half4 _RightTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex,_RightTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _UpTex; half4 _UpTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex,_UpTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _DownTex; half4 _DownTex_HDR; half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex,_DownTex_HDR); } ENDCG } } }