Unity Shader Source
Unity Shader Source
Unity Shader Source
//
https://raw.githubusercontent.com/chsxf/unity-built-in-shaders/0c7940740e75340009bb
ed453e2b198e294e4bab/Shaders/DefaultResourcesExtra/Skybox-Panoramic.shader
SubShader{
Tags { "Queue" = "Background" "RenderType" = "Background"
"PreviewType" = "Skybox" }
Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_local __ _MAPPING_6_FRAMES_LAYOUT
#include "UnityCG.cginc"
sampler2D _Texture1;
sampler2D _Texture2;
float4 _Texture1_TexelSize;
half4 _Texture1_HDR;
half4 _Texture2_HDR;
half4 _Tint1;
half4 _Tint2;
half _Exposure1;
half _Exposure2;
float _Rotation1;
float _Rotation2;
float _Blend;
bool _MirrorOnBack;
int _ImageType;
int _Layout;
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
float2 image180ScaleAndCutoff : TEXCOORD1;
float4 layout3DScaleAndOffset : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 rotated = RotateAroundYInDegrees(v.vertex,
_Rotation1);
o.vertex = UnityObjectToClipPos(rotated);
o.texcoord = v.vertex.xyz;
//CustomEditor "SkyboxPanoramicShaderGUI"
Fallback Off