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- Shader "Custom/Sky360" {
- Properties {
- _MainTex ("Sky texture", 2D) = "white" {}
- _ScrollX ("Texture scroll speed X", Float) = 1.0
- //_ScrollY ("Texture scroll speed Y", Float) = 0.0
- _ColorTint("Color", Color) = (1, 1, 1, 1)
- }
- SubShader {
- Tags { "Queue"="Geometry+800" "RenderType"="Opaque" }
- LOD 100
- CGINCLUDE
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _ScrollX;
- float _ScrollY;
- float4 _ColorTint;
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- fixed4 color : TEXCOORD1;
- };
- v2f vert (appdata_full v) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(float2(v.texcoord.x, 1.0 - v.texcoord.y), _MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
- o.color = _ColorTint;
- return o;
- }
- ENDCG
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- fixed4 frag (v2f i) : SV_Target {
- fixed4 tex = tex2D(_MainTex, i.uv);
- return tex * i.color;
- }
- ENDCG
- }
- }
- }
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