Shader "Builtin Skybox" { Properties { _Tint ("Tint", Color) = (1,1,1,1) [Semantic(Tint)] _Exposure ("Exposure", Float) = 1.0 [Semantic(Exposure)] _Rotation ("Rotation", Float) = 0.0 [Semantic(Rotation)] _MainTex ("Panoramic", 2D) = "white" [Semantic(SkyboxPanoramicTexture)] _Tex ("Cubemap (HDR)", Cube) = "white" [Semantic(SkyboxTexture)] } SubShader { Pass { Name "Skybox" Tags { "LightMode" = "Skybox" } Resources { EnvironmentConstants (ConstantBuffer, 0, 0) [Semantic(Environment)] MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)] SkyboxPanoramicTexture (Texture2D, 2, 0) [Semantic(SkyboxPanoramicTexture)] SkyboxTexture (TextureCube, 3, 0) [Semantic(SkyboxTexture)] LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)] } HLSLPROGRAM #pragma vertex MainVS #pragma fragment MainPS #pragma backend D3D12 HLSL "skybox.vs.hlsl" "skybox.ps.hlsl" vs_5_0 ps_5_0 #pragma backend OpenGL GLSL "skybox.vert.glsl" "skybox.frag.glsl" #pragma backend Vulkan GLSL "skybox.vert.vk.glsl" "skybox.frag.vk.glsl" ENDHLSL } } }