2025-05-18 01:04:31 +08:00

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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
}
}
}