// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TripleBrick/showcase_bg" { Properties { _SkyColor ("Sky Color", Color) = (0.02553246,0.03709318,0.1827586,1) _HorizonColor ("Horizon Color", Color) = (0.06617647,0.5468207,1,1) } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Background" "RenderType"="Opaque" "PreviewType"="Skybox" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _SkyColor; uniform float4 _HorizonColor; struct VertexInput { float4 vertex : POSITION; }; struct VertexOutput { float4 pos : SV_POSITION; float4 posWorld : TEXCOORD0; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); return o; } float4 frag(VertexOutput i) : COLOR { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); ////// Lighting: ////// Emissive: float3 node_2737 = lerp(_SkyColor.rgb,_HorizonColor.rgb,pow((1.0 - max(0,dot(viewDirection,float3(0,1,0)))),0.1)); // Sky float3 emissive = node_2737; float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } } }