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

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// 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
}
}
}