Shader "Hidden/CubemapColorMap" { Properties { _ColorMap("Color", Cube) = "white" {} _MipIndex("Mip Index", Int) = 0 } HLSLINCLUDE #pragma target 5.0 #include "UnityCG.cginc" TextureCube _ColorMap; int _MipIndex; SamplerState s_bilinear_clamp; struct appdata { float3 positionOS : POSITION; float3 normalOS : NORMAL; }; struct v2f { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD0; }; v2f Vert(appdata i) { v2f o; float4 positionCS = UnityObjectToClipPos(i.positionOS); float3 normalWS = normalize(mul(i.normalOS, (float3x3)unity_WorldToObject)); o.positionCS = positionCS; o.normalWS = normalWS; return o; } float4 Frag(v2f i) : SV_Target { float3 col = _ColorMap.SampleLevel(s_bilinear_clamp, i.normalWS, _MipIndex).xyz; return float4(col, 0.5); } #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { Pass { Name "ForwardUnlit" Tags{ "LightMode" = "ForwardOnly" } Blend One Zero ZWrite On Cull Back HLSLPROGRAM #define SHADERPASS SHADERPASS_FORWARD_UNLIT ENDHLSL } } }