Shader "UniStorm/Procedural Skbox" { Properties { _SunSize ("Sun size", Range(0, 1)) = 0.04 _AtmosphereThickness ("Atmoshpere Thickness", Range(0, 5)) = 1 _SkyTint ("Sky Tint", Vector) = (0.5,0.5,0.5,1) _GroundColor ("Ground", Vector) = (0.369,0.349,0.341,1) _Exposure ("Exposure", Range(0, 8)) = 1.3 _NightSkyTint ("Night Sky Tint", Vector) = (0.5,0.5,0.5,1) _HorizonBrightness ("Horizon Brightness", Range(0, 8)) = 1.025 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } }