Shader "Hidden/HDRP/Sky/GradientSky" { HLSLINCLUDE #pragma vertex Vert #pragma editor_sync_compilation #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl" float4 _GradientBottom; float4 _GradientMiddle; float4 _GradientTop; float _GradientDiffusion; float _SkyIntensity; struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); return output; } float4 RenderSky(Varyings input) { float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy); float verticalGradient = viewDirWS.y * _GradientDiffusion; float topLerpFactor = saturate(-verticalGradient); float bottomLerpFactor = saturate(verticalGradient); float3 color = lerp(_GradientMiddle.xyz, _GradientBottom.xyz, bottomLerpFactor); color = lerp(color, _GradientTop.xyz, topLerpFactor); return float4(color * _SkyIntensity, 1.0); } float4 FragBaking(Varyings input) : SV_Target { return RenderSky(input); } float4 FragRender(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float4 color = RenderSky(input); color.rgb *= GetCurrentExposureMultiplier(); return color; } ENDHLSL SubShader { Pass { ZWrite Off ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma fragment FragBaking ENDHLSL } Pass { ZWrite Off ZTest LEqual Blend Off Cull Off HLSLPROGRAM #pragma fragment FragRender ENDHLSL } } Fallback Off }