Shader "Hidden/HDRenderPipeline/Sky/SkyHDRI" { HLSLINCLUDE #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal #include "ShaderLibrary/Common.hlsl" #include "ShaderLibrary/Color.hlsl" #include "ShaderLibrary/CommonLighting.hlsl" TEXTURECUBE(_Cubemap); SAMPLER(sampler_Cubemap); float4 _SkyParam; // x exposure, y multiplier, z rotation float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4 struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); return output; } float4 Frag(Varyings input) : SV_Target { // Points towards the camera float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS)); // Reverse it to point into the scene float3 dir = -viewDirWS; // Rotate direction float phi = DegToRad(_SkyParam.z); float cosPhi, sinPhi; sincos(phi, sinPhi, cosPhi); float3 rotDirX = float3(cosPhi, 0, -sinPhi); float3 rotDirY = float3(sinPhi, 0, cosPhi); dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir)); float3 skyColor = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y); return float4(skyColor, 1.0); } ENDHLSL SubShader { Pass { ZWrite Off ZTest Always Blend Off Cull Off HLSLPROGRAM ENDHLSL } Pass { ZWrite Off ZTest LEqual Blend Off Cull Off HLSLPROGRAM ENDHLSL } } Fallback Off }