unity-game-engineshadercgskybox360-panorama

Unity custom skybox like Unity skybox


I'm trying to do a custom skybox for 360 images which has 2 textures with a crossfade and I need it to respond to Rotation value like the Unity Skybox. I just need the same slider but I´m not getting any luck, I'm complete new on shaders.

Here is the code I have until now

Shader "Custom/fundido"
{
   Properties {

     _Blend ("Blend", Range (0, 1) ) = 0.0
     _Rotation ("Rotation", Range(0, 360)) = 0
     _BaseTexture ("Cubemap (HDR)", Cube) = "grey" {}
     _OverlayTexture ("Cubemap2 (HDR)", Cube) = "grey" {}

 }

SubShader {

 Tags { "Queue"="Background" "RenderType"="Background" 
"PreviewType"="Skybox" }
     
Pass {

         SetTexture[_BaseTexture]
         SetTexture[_OverlayTexture] {
         ConstantColor (0,0,0, [_Blend]) 
         combine texture Lerp(constant) previous
         }
     }
 }
 }

The _Blend works perfect for the crossfade I just need to add the Rotation listener.

Thanks so much!


Solution

  • Here is the shader. You can shift the day cycle through script. https://docs.unity3d.com/ScriptReference/Material.SetFloat.html

    Shader "TFTM/Skybox2CubeBlend" {
    Properties {
        _Blend ("Blend", Range (0, 1) ) = 0.0
        _Rotation ("Rotation", Range(0, 360)) = 0
        _Tex ("Cubemap   (HDR)", Cube) = "grey" {}
        _OverlayTex ("CubemapOverlay (HDR)", Cube) = "grey" {}
    }
    
    SubShader {
        Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
        Cull Off ZWrite Off
    
        Pass {
    
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
    
            #include "UnityCG.cginc"
    
            samplerCUBE _Tex;
            samplerCUBE _OverlayTex;
            half4 _Tex_HDR;
            half4 _Tint;
            half _Exposure;
            float _Rotation;
            float _Blend;
    
            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;
            }
    
            struct appdata_t {
                float4 vertex : POSITION;
            };
    
            struct v2f {
                float4 vertex : SV_POSITION;
                float3 texcoord : TEXCOORD0;
            };
    
            v2f vert (appdata_t v)
            {
                v2f o;
                float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
                o.vertex = UnityObjectToClipPos(rotated);
                o.texcoord = v.vertex.xyz;
                return o;
            }
    
            fixed4 frag (v2f i) : SV_Target
            {
                half4 tex = texCUBE (_Tex, i.texcoord);
                half4 tex2 = texCUBE (_OverlayTex, i.texcoord);
                float4 env = lerp( tex, tex2, _Blend );
    
                half3 c = DecodeHDR (env, _Tex_HDR);
    
                return half4(c, 1);
            }
            ENDCG 
        }
    }   
    Fallback Off
    
    }