uniform float a=1.0;
uniform samplerCube sTexture;
vec2 sincos(float t){return vec2(sin(t),cos(t));}
#pragma body
vec3 vTextureCoord=refract(normalize(_surface.view),_surface.normal,0.94);
vec4 finalColor=textureCube(sTexture,vTextureCoord);
_output.color=finalColor*a;
不多说,看图!!!