Shader "SkyBox/CustomSky" { Properties { } SubShader { Tags {"Queue"="Background" "RenderType"="Background" "PreviewType" = "Skybox"} Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "SkyCore.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float3 worldPos : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)).xyz; o.vertex = UnityObjectToClipPos(v.vertex); return o; } half4 frag(v2f i) : SV_Target { fixed3 viewDir = normalize(i.worldPos); half3 col = GetSkyBoxAndSunCol(viewDir); return half4(col,1); } ENDCG } } }