Shader "Unlit/FresnelCubMapShader"
{
Properties
{
_Texture("Texture", 2D) = "white"{}
_Color("Color", Color) = (1,1,1,1)
_CubeMap("CubeMap", Cube) = "skybox" {}
_FresnelAmount("FresnelAmount", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;