// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Skybox/6 Sided - Arbitrary Rotation" { Properties{ _Tint("Tint Color", Color) = (.5, .5, .5, .5) [Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0 _Rotation("Rotation", Range(0, 360)) = 0 _RotationAxis("Rotation axis", Vector) = (0, 1, 0) [NoScaleOffset] _FrontTex("Front [+Z] (HDR)", 2D) = "grey" {} [NoScaleOffset] _BackTex("Back [-Z] (HDR)", 2D) = "grey" {} [NoScaleOffset] _LeftTex("Left [+X] (HDR)", 2D) = "grey" {} [NoScaleOffset] _RightTex("Right [-X] (HDR)", 2D) = "grey" {} [NoScaleOffset] _UpTex("Up [+Y] (HDR)", 2D) = "grey" {} [NoScaleOffset] _DownTex("Down [-Y] (HDR)", 2D) = "grey" {} } SubShader{ Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" } Cull Off ZWrite Off CGINCLUDE #include "UnityCG.cginc" half4 _Tint; half _Exposure; float _Rotation; float3 _RotationAxis; float3 RotateAroundYInDegrees(float3 vertex, float degrees) { float alpha = degrees * UNITY_PI / 180.0; float sina, cosa; sincos(alpha, sina, cosa); float2x2 m = float2x2(cosa, -sina, sina, cosa); return float3(mul(m, vertex.xz), vertex.y).xzy; } float4x4 rotationMatrix(float3 axis, float angle) { axis = normalize(axis); float s = sin(angle); float c = cos(angle); float oc = 1.0 - c; return float4x4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, 0.0, 0.0, 0.0, 1.0); } struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; 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, _Rotation); float3 rotated = mul(rotationMatrix(normalize(_RotationAxis.xyz), _Rotation * UNITY_PI / 180.0), v.vertex).xyz; o.vertex = UnityObjectToClipPos(rotated); o.texcoord = v.texcoord; return o; } half4 skybox_frag(v2f i, sampler2D smp, half4 smpDecode) { half4 tex = tex2D(smp, i.texcoord); half3 c = DecodeHDR(tex, smpDecode); c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; c *= _Exposure; return half4(c, 1); } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _FrontTex; half4 _FrontTex_HDR; half4 frag(v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _BackTex; half4 _BackTex_HDR; half4 frag(v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _LeftTex; half4 _LeftTex_HDR; half4 frag(v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _RightTex; half4 _RightTex_HDR; half4 frag(v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _UpTex; half4 _UpTex_HDR; half4 frag(v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); } ENDCG } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 sampler2D _DownTex; half4 _DownTex_HDR; half4 frag(v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); } ENDCG } } }