Shader "SkyboxPlus/Hemisphere"
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{
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Properties
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{
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[HDR] _TopColor("North Pole", Color) = (0.35, 0.37, 0.42)
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[HDR] _MiddleColor("Equator", Color) = (0.15, 0.15, 0.15)
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[HDR] _BottomColor("South Pole", Color) = (0.12, 0.13, 0.15)
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[Gamma] _Exposure("Exposure", Range(0, 8)) = 1
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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half3 _TopColor;
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half3 _MiddleColor;
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half3 _BottomColor;
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half _Exposure;
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struct appdata_t {
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float4 vertex : POSITION;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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};
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v2f vert(appdata_t 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.texcoord = v.vertex.xyz;
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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half t1 = max(+i.texcoord.y, 0);
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half t2 = max(-i.texcoord.y, 0);
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half3 c = lerp(lerp(_MiddleColor, _TopColor, t1), _BottomColor, t2);
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return half4(c * _Exposure, 1);
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}
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ENDCG
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SubShader
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{
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Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
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Cull Off ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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