80 lines
2.2 KiB
Plaintext
80 lines
2.2 KiB
Plaintext
Shader "Custom/URP/FakeSky_NoClip"
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{
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Properties
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{
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[MainTexture] _BaseMap ("Texture (Panorama)", 2D) = "white" {}
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[MainColor] _Color ("Color Tint", Color) = (1,1,1,1)
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_Intensity ("Brightness / Emission", Float) = 1.0
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline"="UniversalRenderPipeline"
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"RenderType"="Background"
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"Queue"="Background"
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"PreviewType"="Skybox"
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}
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Pass
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{
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Name "Unlit"
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Tags { "LightMode"="UniversalForward" }
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Cull Off
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ZWrite Off
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// Wa¿ne: ZTest LEqual w po³¹czeniu z trikiem w Vertex shaderze
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ZTest LEqual
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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float4 _Color;
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float _Intensity;
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CBUFFER_END
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Varyings vert (Attributes v)
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{
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Varyings o;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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// --- MAGICZNA LINIJKA ---
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// To sprawia, ¿e obiekt jest renderowany na maksymalnej g³êbokoœci (jak Skybox).
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// Dziêki temu Far Clip Plane kamery go nie utnie, nawet jak jest ogromny.
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o.positionHCS.z = o.positionHCS.w;
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// ------------------------
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o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
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return o;
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}
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half4 frag (Varyings i) : SV_Target
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{
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
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return texColor * _Color * _Intensity;
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}
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ENDHLSL
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}
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}
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} |