unity天空盒渐变_Unity混合天空盒

Shader "Skybox/Blended"{

Properties{

_Tint("Tint Color", Color) = (.5, .5, .5, .5)

_Blend("Blend", Range(0.0,1.0)) = 0.5_FrontTex("Front (+Z)", 2D) = "white"{}

_BackTex("Back (-Z)", 2D) = "white"{}

_LeftTex("Left (+X)", 2D) = "white"{}

_RightTex("Right (-X)", 2D) = "white"{}

_UpTex("Up (+Y)", 2D) = "white"{}

_DownTex("Down (-Y)", 2D) = "white"{}

_FrontTex2("2 Front (+Z)", 2D) = "white"{}

_BackTex2("2 Back (-Z)", 2D) = "white"{}

_LeftTex2("2 Left (+X)", 2D) = "white"{}

_RightTex2("2 Right (-X)", 2D) = "white"{}

_UpTex2("2 Up (+Y)", 2D) = "white"{}

_DownTex2("2 Down (-Y)", 2D) = "white"{}

}

SubShader{

Tags{"Queue" = "Background"}

Cull Off

Fog{ Mode Off }

Lighting Off

Color[_Tint]

Pass{

SetTexture[_FrontTex]{ combine texture }

SetTexture[_FrontTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }

}

Pass{

SetTexture[_BackTex]{ combine texture }

SetTexture[_BackTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }

}

Pass{

SetTexture[_LeftTex]{ combine texture }

SetTexture[_LeftTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }

}

Pass{

SetTexture[_RightTex]{ combine texture }

SetTexture[_RightTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }

}

Pass{

SetTexture[_UpTex]{ combine texture }

SetTexture[_UpTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }

}

Pass{

SetTexture[_DownTex]{ combine texture }

SetTexture[_DownTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }

}

}

Fallback"Skybox/6 Sided", 1}

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