Shader "World Political Map/Skybox/6SidedWithSun" { Properties { _Tint ("Sky 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 [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 _Rotation ("Rotation", Range(0, 360)) = 0 [NoScaleOffset] _SunFlareTex ("Sun Flare Tex", 2D) = "black" {} [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" {} } SubShader { Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } Cull Off ZWrite Off CGINCLUDE #include "UnityCG.cginc" half _Exposure; float _Rotation; float _SunFlareSize; half3 _Tint; half _SunSize; half3 _SunColor; sampler2D _SunFlareTex; 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; 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); 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 += max(0, sunFlare - 0.007); return sunColor; } half4 skybox_frag (v2f i, sampler2D smp, half4 smpDecode) { half4 tex = tex2D (smp, i.uv); half3 color = DecodeHDR (tex, smpDecode); color *= _Tint; color += addSun(i); color *= _Exposure; // gamma #if defined(UNITY_COLORSPACE_GAMMA) color = sqrt(color); #endif return half4(color, 1); } 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 } } }