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}