#ifndef UNITY_SKY_VARIABLES_INCLUDED #define UNITY_SKY_VARIABLES_INCLUDED TEXTURECUBE(_SkyTexture); CBUFFER_START(SkyParameters) float _SkyTextureMipCount; CBUFFER_END float4 SampleSkyTexture(float3 texCoord) { return SAMPLE_TEXTURECUBE(_SkyTexture, s_trilinear_clamp_sampler, texCoord); } float4 SampleSkyTexture(float3 texCoord, float lod) { return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, s_trilinear_clamp_sampler, texCoord, lod); } #endif