Hi, I’m trying to add a transparency level to the Skybox>Cubemap shader
Right now, the
_Tint (“Tint Color”, Color) = (.5, .5, .5, .5)
alpha level does not change anything. I’d like it to actually change the transparency level of the material.
I’m using it to add a second “fake” skybox to my scene, so I can simulate a “blending” between the new procedural skybox and a “stars” skybox at night.
I tryed some things, but with no succes. I’m a complete beginner in Shaders.
Solved above issue by adding a separate camera that renders the skybox cube only by culling everything except that layer. I hd to set flags to “Don’t clear” also.
Anyway, thank you so much for raising this issue and solving it, it really add a nice touch being able to blend in procedural with cubemap skyboxes
I did the same, I have 3 cameras for my FPS game. 1 short distance for the player arms, so they dont clip through walls, one for everything but the sky, and one for the sky cubemap and the clear flag “Skybox”.
Nice
Do you know how to progressively crank up transparency level of your “CubemapTransparent” shader script at runtime?
I’m trying to get the effect of night skybox progressively settling in as the sun goes below horizon… :o
Cheers
Some time ago I also made a Day/Night Cycle with sun and stars. I added my own time of day and a property where I can get the normalized Time of day => -1 for night and 1 for day (as ping pong). I then added an animationcurve with a smooth transition from zero to 1 at around x=0 and put this in as alpha for the skybox.