Ok, I am new to skyboxes and am having some issues trying to achieve a RADIAL gradient skybox. I have a radial gradient shader, however when I put this as the skybox the part that interpolates between the two colors is too zoomed in, meaning you cant really tell its a gradient at all.
I think this is because its a shader thats not meant for skyboxes. I then found a shader for a linear gradient skybox which works as a linear gradient, but I need it to be radial, like from center color outwards.
Ive looked everywhere but cant find a radial gradient SKYBOX shader. My question is - how can one turn a linear gradient shader into radial for skybox? Or how can I make my existing radial gradient work for skyboxes?
I did not write this, but this is the code for the linear gradient skybox:
Shader "Custom/Horizontal Skybox"
{
Properties
{
_Color1 ("Top Color", Color) = (1, 1, 1, 0)
_Color2 ("Horizon Color", Color) = (1, 1, 1, 0)
_Color3 ("Bottom Color", Color) = (1, 1, 1, 0)
_Exponent1 ("Exponent Factor for Top Half", Float) = 1.0
_Exponent2 ("Exponent Factor for Bottom Half", Float) = 1.0
_Intensity ("Intensity Amplifier", Float) = 1.0
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 position : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f
{
float4 position : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
half4 _Color1;
half4 _Color2;
half4 _Color3;
half _Intensity;
half _Exponent1;
half _Exponent2;
v2f vert (appdata v)
{
v2f o;
o.position = mul (UNITY_MATRIX_MVP, v.position);
o.texcoord = v.texcoord;
return o;
}
half4 frag (v2f i) : COLOR
{
float p = normalize (i.texcoord).y;
float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1);
float p3 = 1.0f - pow (min (1.0f, 1.0f + p), _Exponent2);
float p2 = 1.0f - p1 - p3;
return (_Color1 * p1 + _Color2 * p2 + _Color3 * p3) * _Intensity;
}
ENDCG
SubShader
{
Tags { "RenderType"="Background" "Queue"="Background" }
Pass
{
ZWrite Off
Cull Off
Fog { Mode Off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
Like this -
The shader code you provided does draw a radial gradient, only along the y axis. If you flip the axis by changing the line
to
Edit:
Since you actually want to rotate the gradient, you can do the following in the vertex shader (1.57 is pi/2).
Edit 2:
Complete code: