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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
}
}
}