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21 行
577 B
21 行
577 B
#ifndef UNITY_SKY_VARIABLES_INCLUDED
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#define UNITY_SKY_VARIABLES_INCLUDED
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TEXTURECUBE(_SkyTexture);
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SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
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CBUFFER_START(SkyParameters)
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float _SkyTextureMipCount;
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CBUFFER_END
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float4 SampleSkyTexture(float3 texCoord)
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{
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return SAMPLE_TEXTURECUBE(_SkyTexture, sampler_SkyTexture, texCoord);
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}
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float4 SampleSkyTexture(float3 texCoord, float lod)
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{
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return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
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}
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#endif
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