97ac0f71f5
https://assetstore.unity.com/packages/tools/generative-ai/synaptic-ai-pro-natural-language-control-for-unity-336030
169 lines
4.2 KiB
Plaintext
169 lines
4.2 KiB
Plaintext
Shader "Synaptic/SkySphere"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Tint ("Tint Color", Color) = (1,1,1,1)
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}
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// URP SubShader
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SubShader
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{
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PackageRequirements { "com.unity.render-pipelines.universal" }
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Tags { "RenderType"="Background" "Queue"="Background" "RenderPipeline"="UniversalPipeline" }
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Pass
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{
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Name "SkySphereURP"
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Cull Front
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ZWrite Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Tint;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Tint;
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return col;
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}
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ENDHLSL
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}
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}
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// HDRP SubShader
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SubShader
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{
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PackageRequirements { "com.unity.render-pipelines.high-definition" }
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Tags { "RenderType"="Background" "Queue"="Background" "RenderPipeline"="HDRenderPipeline" }
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Pass
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{
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Name "SkySphereHDRP"
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Cull Front
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ZWrite Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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float4 _Tint;
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw;
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Tint;
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return col;
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}
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ENDHLSL
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}
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}
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// Built-in Render Pipeline fallback
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SubShader
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{
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Tags { "RenderType"="Background" "Queue"="Background" }
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Pass
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{
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Name "SkySphereBuiltIn"
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Cull Front
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Tint;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
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return col;
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}
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ENDCG
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}
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}
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FallBack Off
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}
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