2026-06-06 20:12:40 +07:00
parent de84b2bf48
commit 97ac0f71f5
13682 changed files with 1125938 additions and 0 deletions
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Shader "Synaptic/SkySphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Tint ("Tint Color", Color) = (1,1,1,1)
}
// URP SubShader
SubShader
{
PackageRequirements { "com.unity.render-pipelines.universal" }
Tags { "RenderType"="Background" "Queue"="Background" "RenderPipeline"="UniversalPipeline" }
Pass
{
Name "SkySphereURP"
Cull Front
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Tint;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Tint;
return col;
}
ENDHLSL
}
}
// HDRP SubShader
SubShader
{
PackageRequirements { "com.unity.render-pipelines.high-definition" }
Tags { "RenderType"="Background" "Queue"="Background" "RenderPipeline"="HDRenderPipeline" }
Pass
{
Name "SkySphereHDRP"
Cull Front
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
float4 _Tint;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Tint;
return col;
}
ENDHLSL
}
}
// Built-in Render Pipeline fallback
SubShader
{
Tags { "RenderType"="Background" "Queue"="Background" }
Pass
{
Name "SkySphereBuiltIn"
Cull Front
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Tint;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
return col;
}
ENDCG
}
}
FallBack Off
}