55 lines
1.6 KiB
GLSL
55 lines
1.6 KiB
GLSL
Shader "Shader Graphs/PhysicallyBasedSky" {
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Properties {
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_Planet_Rotation ("Planet Rotation", Range(0, 360)) = 0
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[NoScaleOffset] _Ground_Color_Texture ("Ground Color Texture", Cube) = "" {}
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[NoScaleOffset] _Ground_Emission_Texture ("Ground Emission Texture", Cube) = "" {}
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_Ground_Emission_Multiplier ("Ground Emission Multiplier", Float) = 0
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_Space_Rotation ("Space Rotation", Range(0, 360)) = 0
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[NoScaleOffset] _Space_Emission_Texture ("Space Emission Texture", Cube) = "" {}
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_Space_Emission_Multiplier ("Space Emission Multiplier", Float) = 0
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[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/Shader Graph/FallbackError"
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//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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} |