可用Unity官方材质:skybox下的Cubemap:
但是,有些面没有渲染上:
原因在于官方Shader里面的Cull off,将其改为Cull back就好了,或者ZWrite Off改为ZWrite On。附上代码:
Shader "Custom/MyCubemap"
{
Properties{
_Tint("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
_Rotation("Rotation", Range(0, 360)) = 0
[NoScaleOffset] _Tex("Cubemap (HDR)", Cube) = "grey" {}
}
SubShader{
Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
Cull Back
ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
samplerCUBE _Tex;
half4 _Tex_HDR;
half4 _Tint;
half _Exposure;
float _Rotation;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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);
half3 c = DecodeHDR(tex, _Tex_HDR);
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
}
如果感觉有点糊,就调高Cubemap的面数,然后重新导入一遍图片就行了,一定要重新导入一遍图片,具体解释看那个感叹号里面的:
关于Unity官方的Shader,有一个很好的GitHub供参考:Unity Built in Shaders。