Shader "Hidden/HDRenderLoop/Sky/SkyHDRI" { SubShader { Pass { ZWrite Off ZTest LEqual Blend One Zero HLSLPROGRAM #pragma target 5.0 #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev #pragma vertex Vert #pragma fragment Frag #include "Color.hlsl" #include "Common.hlsl" #include "CommonLighting.hlsl" TEXTURECUBE(_Cubemap); SAMPLERCUBE(sampler_Cubemap); float4 _SkyParam; // x exposure, y multiplier, z rotation struct Attributes { float3 positionCS : POSITION; float3 eyeVector : NORMAL; }; struct Varyings { float4 positionCS : SV_POSITION; float3 eyeVector : TEXCOORD0; }; Varyings Vert(Attributes input) { // TODO: implement SV_vertexID full screen quad Varyings output; output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); output.eyeVector = input.eyeVector; return output; } float4 Frag(Varyings input) : SV_Target { float3 dir = normalize(input.eyeVector); // 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 } } Fallback Off }