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Skybox.shader
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Shader "Lean/Common/Skybox"
{
Properties
{
_Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0)
_Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0)
_Scale("Scale", Float) = 1.0
}
SubShader
{
Cull Off
ZWrite Off
Tags
{
"Queue" = "Geometry"
"PreviewType" = "Skybox"
}
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
float4 _Color1;
float4 _Color2;
float _Scale;
struct a2v
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 position : TEXCOORD0;
};
struct f2g
{
float4 color : SV_TARGET;
};
void Vert(a2v i, out v2f o)
{
o.vertex = o.position = UnityObjectToClipPos(i.vertex);
}
void Frag(v2f i, out f2g o)
{
o.color = lerp(_Color1, _Color2, length(i.position.xy / i.position.w) * _Scale);
}
ENDCG
} // Pass
} // SubShader
} // Shader