ToriaAssets/Sources/Shaders/Skybox_Rotating.shader
2026-05-19 15:33:18 +02:00

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Sun_Temple/Skybox_Rotating" {
Properties {
_Color ("Color", Color) = (.5, .5, .5, .5)
_FogColorMix("Match Fog Color", range(0, 1)) = 0
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
//_RotationSpeed ("Rotation Speed", float ) = 0
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
samplerCUBE _Tex;
half4 _Tex_HDR;
half4 _Color;
half _FogColorMix;
half _Exposure;
float _Rotation;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
_Rotation = _Rotation + (_Time * _Rotation);
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
o.vertex = UnityObjectToClipPos(rotated);
o.texcoord = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 tex = texCUBE (_Tex, i.texcoord);
//half3 c = DecodeHDR (tex, _Tex_HDR);
half3 c = tex;
c = lerp(c, unity_FogColor.rgb, _FogColorMix) * _Exposure;
//c *= _Exposure;
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
}