Shader "MY/SkyboxV1" { Properties { _Color("Main Color", Color) = (0,0,0,1) _MainTex("Texture", 2D) = "white" {} _Brightness("Brightness", Range(0,5)) = 1 } SubShader { Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" } ZWrite Off LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; half _Brightness; 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 { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); col.rgb *= _Color.rgb * _Brightness; col.a = 1.0; return col; } ENDCG } } }