I’m new to this stuff and I can’t get it to work so that the blend knob would change the skyboxes.
lets say that if bland knob is @
0.0-0.25 = sunrise
0.25-0.5 = day
0.5-0.75- = sunset
0.75- 1.0 = night
and then set the knob back to 0.0…
Here’s what i have so far…
Shader "RenderFX/Skybox Blended" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
_Blend ("Blend", Range(0.0,1.0)) = 0.5
_FrontSunriseTex ("Sunrise Front (+Z)", 2D) = "white" {}
_BackSunriseTex ("Sunrise Back (-Z)", 2D) = "white" {}
_LeftSunriseTex ("Sunrise Left (+X)", 2D) = "white" {}
_RightSunriseTex ("Sunrise Right (-X)", 2D) = "white" {}
_UpSunriseTex ("Sunrise Up (+Y)", 2D) = "white" {}
_DownSunriseTex ("Sunrise Down (-Y)", 2D) = "white" {}
_FrontDayTex("Day Front (+Z)", 2D) = "white" {}
_BackDayTex("Day Back (-Z)", 2D) = "white" {}
_LeftDayTex("Day Left (+X)", 2D) = "white" {}
_RightDayTex("Day Right (-X)", 2D) = "white" {}
_UpDayTex("Day Up (+Y)", 2D) = "white" {}
_DownDayTex("Day Down (-Y)", 2D) = "white" {}
_FrontSunsetTex("Sunset Front (+Z)", 2D) = "white" {}
_BackSunsetTex("Sunset Back (-Z)", 2D) = "white" {}
_LeftSunsetTex("Sunset Left (+X)", 2D) = "white" {}
_RightSunsetTex("Sunset Right (-X)", 2D) = "white" {}
_UpSunsetTex("Sunset Up (+Y)", 2D) = "white" {}
_DownSunsetTex("Sunset Down (-Y)", 2D) = "white" {}
_FrontNightTex("Night Front (+Z)", 2D) = "white" {}
_BackNightTex("Night Back (-Z)", 2D) = "white" {}
_LeftNightTex("Night Left (+X)", 2D) = "white" {}
_RightNightTex("Night Right (-X)", 2D) = "white" {}
_UpNightTex("Night Up (+Y)", 2D) = "white" {}
_DownNightTex("Night Down (-Y)", 2D) = "white" {}
}
SubShader {
Tags { "Queue" = "Background" }
Cull Off
Fog { Mode Off }
Lighting Off
Color [_Tint]
Pass {
SetTexture [_FrontSunriseTex] { combine texture }
SetTexture [_FrontDayTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_FrontDayTex] { combine previous +- primary, previous * primary }
SetTexture [_FrontSunsetTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_FrontSunsetTex] { combine previous +- primary, previous * primary }
SetTexture [_FrontNightTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_FrontNightTex] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_BackSunriseTex] { combine texture }
SetTexture [_BackDayTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_BackDayTex] { combine previous +- primary, previous * primary }
SetTexture [_BackSunsetTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_BackSunsetTex] { combine previous +- primary, previous * primary }
SetTexture [_BackNightTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_BackNightTex] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_LeftSunriseTex] { combine texture }
SetTexture [_LeftDayTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_LeftDayTex] { combine previous +- primary, previous * primary }
SetTexture [_LeftSunsetTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_LeftSunsetTex] { combine previous +- primary, previous * primary }
SetTexture [_LeftNightTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_LeftNightTex] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_RightSunriseTex] { combine texture }
SetTexture [_RightDayTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_RightDayTex] { combine previous +- primary, previous * primary }
SetTexture [_RightSunsetTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_RightSunsetTex] { combine previous +- primary, previous * primary }
SetTexture [_RightNightTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_RightNightTex] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_UpSunriseTex] { combine texture }
SetTexture [_UpDayTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_UpDayTex] { combine previous +- primary, previous * primary }
SetTexture [_UpSunsetTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_UpSunsetTex] { combine previous +- primary, previous * primary }
SetTexture [_UpNightTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_UpNightTex] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_DownSunriseTex] { combine texture }
SetTexture [_DownDayTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_DownDayTex] { combine previous +- primary, previous * primary }
SetTexture [_DownSunsetTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_DownSunsetTex] { combine previous +- primary, previous * primary }
SetTexture [_DownNightTex] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_DownNightTex] { combine previous +- primary, previous * primary }
}
}
Fallback "RenderFX/Skybox", 1
}