Shader "PathIteratorTesting/UniformCubemap" {
Properties {
_Radiance ("Radiance", Vector) = (.5, .5, .5, 1.0)
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
half4 _Radiance;
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex.xyz);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(_Radiance.xyz, 1.0);
}
ENDCG
}
}
Fallback Off
}