Sky360.shader 1.4 KB

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  1. Shader "Custom/Sky360" {
  2. Properties {
  3. _MainTex ("Sky texture", 2D) = "white" {}
  4. _ScrollX ("Texture scroll speed X", Float) = 1.0
  5. //_ScrollY ("Texture scroll speed Y", Float) = 0.0
  6. _ColorTint("Color", Color) = (1, 1, 1, 1)
  7. }
  8. SubShader {
  9. Tags { "Queue"="Geometry+800" "RenderType"="Opaque" }
  10. LOD 100
  11. CGINCLUDE
  12. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  13. #include "UnityCG.cginc"
  14. sampler2D _MainTex;
  15. float4 _MainTex_ST;
  16. float _ScrollX;
  17. float _ScrollY;
  18. float4 _ColorTint;
  19. struct v2f {
  20. float4 pos : SV_POSITION;
  21. float2 uv : TEXCOORD0;
  22. fixed4 color : TEXCOORD1;
  23. };
  24. v2f vert (appdata_full v) {
  25. v2f o;
  26. o.pos = UnityObjectToClipPos(v.vertex);
  27. o.uv = TRANSFORM_TEX(float2(v.texcoord.x, 1.0 - v.texcoord.y), _MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
  28. o.color = _ColorTint;
  29. return o;
  30. }
  31. ENDCG
  32. Pass {
  33. CGPROGRAM
  34. #pragma vertex vert
  35. #pragma fragment frag
  36. #pragma fragmentoption ARB_precision_hint_fastest
  37. fixed4 frag (v2f i) : SV_Target {
  38. fixed4 tex = tex2D(_MainTex, i.uv);
  39. return tex * i.color;
  40. }
  41. ENDCG
  42. }
  43. }
  44. }