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							- Shader "FlatKit/GradientSkybox" {
 
-     Properties {
 
-         _Color2 ("Top Color", Color) = (0.97, 0.67, 0.51, 0)
 
-         _Color1 ("Bottom Color", Color) = (0, 0.7, 0.74, 0)
 
-         [Space]
 
-         _Intensity ("Intensity", Range (0, 2)) = 1.0
 
-         _Exponent ("Exponent", Range (0, 3)) = 1.0
 
-         [Space]
 
-         _DirectionYaw ("Direction X angle", Range (0, 180)) = 0
 
-         _DirectionPitch ("Direction Y angle", Range (0, 180)) = 0
 
-         [Space]
 
-         _NoiseIntensity ("Noise Intensity", Range (0, 0.25)) = 0.0
 
-         [HideInInspector]
 
-         _Direction ("Direction", Vector) = (0, 1, 0, 0)
 
-     }
 
-     CGINCLUDE
 
-     #include "UnityCG.cginc"
 
-     struct appdata {
 
-         float4 position : POSITION;
 
-         float3 texcoord : TEXCOORD0;
 
-         UNITY_VERTEX_INPUT_INSTANCE_ID
 
-     };
 
-     struct v2f {
 
-         float4 position : SV_POSITION;
 
-         float3 texcoord : TEXCOORD0;
 
-         UNITY_VERTEX_OUTPUT_STEREO
 
-     };
 
-     half4 _Color1;
 
-     half4 _Color2;
 
-     half3 _Direction;
 
-     half _Intensity;
 
-     half _Exponent;
 
-     half _NoiseIntensity;
 
-     v2f vert (appdata v) {
 
-         v2f o;
 
-         UNITY_SETUP_INSTANCE_ID(v);
 
-         UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 
-         o.position = UnityObjectToClipPos(v.position);
 
-         o.texcoord = v.texcoord;
 
-         return o;
 
-     }
 
-     fixed4 frag (v2f i) : COLOR {
 
-         const half d = dot(normalize(i.texcoord), _Direction) * 0.5f + 0.5f;
 
-         float t = pow(d, _Exponent);
 
-         t += frac(sin(dot(t, float4(12.9898, 78.233, 45.164, 94.673))) * 43758.5453) * _NoiseIntensity;
 
-         return lerp(_Color1, _Color2, t) * _Intensity;
 
-     }
 
-     ENDCG
 
-     SubShader {
 
-         Tags { "RenderType"="Background" "Queue"="Background" }
 
-         Pass {
 
-             ZWrite Off
 
-             Cull Off
 
-             Fog { Mode Off }
 
-             CGPROGRAM
 
-             #pragma fragmentoption ARB_precision_hint_fastest
 
-             #pragma vertex vert
 
-             #pragma fragment frag
 
-             ENDCG
 
-         }
 
-     }
 
-     CustomEditor "GradientSkyboxEditor"
 
- }
 
 
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