这skybox啊,分两步,创建材质,使用材质赋值到天空盒上
赋值的地方就在lighting面板
接下来就是创建这个材质了
主要是shader有一点点讲究这个Tags要这么写,LOD100也要写后面
Shader "Unlit/AerialPerspective"
{
Properties
{
_MainTex ("_MainTex", 2D) = "white" {
}
}
SubShader
{
Tags {
"RenderPipeline"="UniversalPipeline" "Queue"="Background" "IgnoreProjector" = "True" "RenderType"="Skybox"}
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = TransformObjectToHClip(v.vertex);
o.uv = v.uv;
return o;
}
Texture2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
return float4(uv, 0.0, 1.0);
}
ENDHLSL
}
}
}