For anyone still interested ( @Mandra, @Mirk_Andy ), here’s a shader I wrote to accomplish this, using @Harry64’s answer, combined with the code in this question.
It allows you to blend between both cubemaps and colors simultaneously or independently. Also supports rotation, exposure, and color transparency.
Shader "Skybox/CubemapSkyboxBlend" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, 1)
_Tint2 ("Tint Color 2", Color) = (.5, .5, .5, 1)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
_BlendCubemaps ("Blend Cubemaps", Range(0, 1)) = 0.5
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {}
[NoScaleOffset] _Tex2 ("Cubemap (HDR) 2", Cube) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
samplerCUBE _Tex;
samplerCUBE _Tex2;
float _BlendCubemaps;
half4 _Tex_HDR;
half4 _Tint;
half4 _Tint2;
half _Exposure;
float _Rotation;
float4 RotateAroundYInDegrees (float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, RotateAroundYInDegrees(v.vertex, _Rotation));
o.texcoord = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 env1 = texCUBE (_Tex, i.texcoord);
float4 env2 = texCUBE (_Tex2, i.texcoord);
float4 env = lerp( env2, env1, _BlendCubemaps );
float4 tint = lerp( _Tint, _Tint2, _BlendCubemaps );
half3 c = DecodeHDR (env, _Tex_HDR);
c = c * tint.rgb * unity_ColorSpaceDouble;
c *= _Exposure;
return half4(c, tint.a);
}
ENDCG
}
}
Fallback Off
}