#ifndef UNITY_SKY_VARIABLES_INCLUDED #define UNITY_SKY_VARIABLES_INCLUDED TEXTURECUBE(_SkyTexture); SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain... CBUFFER_START(SkyParameters) float _SkyTextureMipCount; CBUFFER_END float4 SampleSkyTexture(float3 texCoord) { return SAMPLE_TEXTURECUBE(_SkyTexture, sampler_SkyTexture, texCoord); } float4 SampleSkyTexture(float3 texCoord, float lod) { return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod); } #endif