Shader "MobileRenderloop/Skybox-Cubemap" { Properties { _Tint ("Tint Color", Color) = (.5, .5, .5, .5) [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 _Rotation ("Rotation", Range(0, 360)) = 0 [NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {} } SubShader { Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" samplerCUBE _Tex; half4 _Tex_HDR; half4 _Tint; half _Exposure; float _Rotation; float3 RotateAroundYInDegrees (float3 vertex, float degrees) { float alpha = degrees * UNITY_PI / 180.0; float sina, cosa; sincos(alpha, sina, cosa); float2x2 m = float2x2(cosa, -sina, sina, cosa); return float3(mul(m, vertex.xz), vertex.y).xzy; } struct appdata_t { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float3 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation); o.vertex = UnityObjectToClipPos(rotated); o.texcoord = v.vertex.xyz; return o; } half4 frag (v2f i) : SV_Target { half4 tex = texCUBE (_Tex, i.texcoord); half3 c = DecodeHDR (tex, _Tex_HDR); c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; c *= _Exposure; return half4(c, 1); } ENDCG } } Fallback Off }