Shader "Hidden/HDRenderPipeline/Sky/GradientSky" { HLSLINCLUDE #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal #include "CoreRP/ShaderLibrary/Common.hlsl" #include "CoreRP/ShaderLibrary/Color.hlsl" #include "CoreRP/ShaderLibrary/CommonLighting.hlsl" #include "HDRP/ShaderVariables.hlsl" float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4 float4 _GradientBottom; float4 _GradientMiddle; float4 _GradientTop; float _GradientDiffusion; 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 { float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS)); float verticalGradient = viewDirWS.y * _GradientDiffusion; float topLerpFactor = saturate(-verticalGradient); float bottomLerpFactor = saturate(verticalGradient); float3 color = lerp(_GradientMiddle.xyz, _GradientBottom.xyz, bottomLerpFactor); color = lerp(color, _GradientTop.xyz, topLerpFactor); return float4 (color, 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 }