Unity/shader

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모카쨩 2023. 1. 16. 21:41
Shader "Skybox/Sample"
{
    Properties
    {
        [NoScaleOffset] _Tex ("Cubemap   (HDR)", Cube) = "grey" {}
    }
    SubShader
    {
        Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float3 texcoord : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            samplerCUBE _Tex;
            half4 _Tex_HDR;

            v2f vert (appdata v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.texcoord = v.vertex.xyz;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                half4 tex = texCUBE (_Tex, i.texcoord);
                fixed3 col = DecodeHDR (tex, _Tex_HDR);
                return half4(col, 1);
            }
            ENDCG
        }
    }
}

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