Unity天空盒子shader

Unity天空盒子shader

Shader "ACP/skybox1"
{Properties{_Float8("旋转角度", Range( 0 , 360)) = 188.5569_Float9("旋转速度", Float) = 0.2[Toggle(_KEYWORD1_ON)] _Keyword1("是否旋转", Float) = 0_Color0("天空颜色", Color) = (0,0,0,0)_Float0("贴图强度", Range( 0 , 1)) = 1_TextureSample0("贴图", CUBE) = "white" {}[Toggle(_KEYWORD0_ON)] _Keyword0("是否展示雾效果", Float) = 0_Float1("雾亮度", Range( 0 , 1)) = 1_Float2("雾平滑度", Range( 0 , 1)) = 0.5_Float6("雾强度", Range( 0 , 1)) = 0.5_Colorfog1("雾颜色", Color) = (1,1,1,0.6705883)[Toggle(_KEYWORD3_ON)] _Keyword3("雾跟随环境", Float) = 1_Float7("雾透明遮罩", Range( 0 , 1)) = 0.5[HideInInspector] __dirty( "", Int ) = 1}SubShader{Tags{ "RenderType" = "Background"  "Queue" = "Background+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true"  }Cull OffZWrite OffCGPROGRAM#include "UnityShaderVariables.cginc"#pragma target 3.0#pragma shader_feature_local _KEYWORD0_ON#pragma shader_feature_local _KEYWORD1_ON#pragma shader_feature_local _KEYWORD3_ON#pragma surface surf Unlit keepalpha addshadow fullforwardshadows noambient novertexlights nolightmap  nodynlightmap nodirlightmap nofog nometa noforwardadd vertex:vertexDataFunc struct Input{float3 vertexToFrag26_g36;float3 worldPos;};uniform samplerCUBE _TextureSample0;uniform float _Float8;uniform float _Float9;uniform float4 _Color0;uniform float _Float0;uniform float _Float1;uniform float _Float2;uniform float _Float6;uniform float4 _Colorfog1;uniform float _Float7;void vertexDataFunc( inout appdata_full v, out Input o ){UNITY_INITIALIZE_OUTPUT( Input, o );float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );float lerpResult4_g37 = lerp( 0.98 , ( unity_OrthoParams.y / unity_OrthoParams.x ) , unity_OrthoParams.w);float temp_output_33_0_g36 = lerpResult4_g37;float3 appendResult10_g36 = (float3(ase_worldPos.x , ( ase_worldPos.y * temp_output_33_0_g36 ) , ase_worldPos.z));float3 normalizeResult7_g36 = normalize( appendResult10_g36 );float temp_output_21_0_g36 = cos( radians( ( _Float8 + ( _Time.y * _Float9 ) ) ) );float temp_output_20_0_g36 = sin( radians( ( _Float8 + ( _Time.y * _Float9 ) ) ) );float3 appendResult16_g36 = (float3(temp_output_21_0_g36 , 0.0 , ( temp_output_20_0_g36 * -1.0 )));float3 appendResult15_g36 = (float3(0.0 , temp_output_33_0_g36 , 0.0));float3 appendResult14_g36 = (float3(temp_output_20_0_g36 , 0.0 , temp_output_21_0_g36));float3 normalizeResult9_g36 = normalize( ase_worldPos );#ifdef _KEYWORD1_ONfloat3 staticSwitch25_g36 = mul( float3x3(appendResult16_g36, appendResult15_g36, appendResult14_g36), normalizeResult9_g36 );#elsefloat3 staticSwitch25_g36 = normalizeResult7_g36;#endifo.vertexToFrag26_g36 = staticSwitch25_g36;}inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ){return half4 ( 0, 0, 0, s.Alpha );}void surf( Input i , inout SurfaceOutput o ){float4 temp_output_102_0 = ( texCUBE( _TextureSample0, i.vertexToFrag26_g36 ) * _Color0 * _Float0 );float3 normalizeResult3_g35 = normalize( _WorldSpaceCameraPos );float lerpResult14_g35 = lerp( saturate( pow( (0.0 + (abs( normalizeResult3_g35.y ) - 0.0) * (1.0 - 0.0) / (( 1.0 - _Float1 ) - 0.0)) , ( 1.0 - _Float2 ) ) ) , 0.0 , ( 1.0 - _Float6 ));#ifdef _KEYWORD3_ONfloat4 staticSwitch28_g35 = unity_FogColor;#elsefloat4 staticSwitch28_g35 = _Colorfog1;#endiffloat4 lerpResult70 = lerp( ( lerpResult14_g35 * staticSwitch28_g35 ) , temp_output_102_0 , _Float7);#ifdef _KEYWORD0_ONfloat4 staticSwitch94 = lerpResult70;#elsefloat4 staticSwitch94 = temp_output_102_0;#endifo.Emission = staticSwitch94.rgb;o.Alpha = 1;}ENDCG}
}


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