Unity自定义天空盒类似Unity天空盒
Unity custom skybox like Unity skybox
我正在尝试为 360 度图像制作一个自定义天空盒,它有 2 个纹理和淡入淡出,我需要它像 Unity 天空盒一样响应旋转值。我只需要相同的滑块,但我运气不好,我是全新的着色器。
这是我到目前为止的代码
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
}
}
}
}
_Blend 非常适合交叉淡入淡出,我只需要添加旋转侦听器即可。
非常感谢!!!
这是着色器。您可以通过脚本改变一天的周期。
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
}
我正在尝试为 360 度图像制作一个自定义天空盒,它有 2 个纹理和淡入淡出,我需要它像 Unity 天空盒一样响应旋转值。我只需要相同的滑块,但我运气不好,我是全新的着色器。
这是我到目前为止的代码
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
}
}
}
}
_Blend 非常适合交叉淡入淡出,我只需要添加旋转侦听器即可。
非常感谢!!!
这是着色器。您可以通过脚本改变一天的周期。 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
}