Hello, fairly new to shaders and shadergraph and I’m just looking for any help or resources in recreating the standard unity skybox shader in a shadergraph. I have a scenario in which I want a Skybox with 2 textures as input and i blend them together rather than Unity’s single texture input. I’ve looked online abit but all I can find are either exclusively the gradient based aspects of the shader or using procedural noise as a input rather than however unity handles it’s texture usage
#Unity Skybox ShaderGraph Recreation
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I was literally just researching this and came to make a post. Like this exact thing.
As far as I can tell they deprecated the only way to do custom skyboxes with shader graph but I'm hoping thats not the case
I found this solution on the unity forums but it's code based and not shadergraph, dunno if this helps you https://gist.github.com/stonstad/28346c2b9d6668a2d697564a2e9909b9
I have no idea why but there was a node called "skybox UV" that was used to map textures onto the skybox but they removed it so its as if they don't want you to have custom skyboxes for whatever reason
Code based shaders freak me out theres always so much going on and I don't understand any of it 😭
I'm looking to create a shader that does custom day night cycle stuff so I don't think itll work for me
I just wanted to like take a day cubemap and a night cubemap and lerp between them it should not be this hard
other stuff too but yeah
It's scary but I assume this code must be doing whatever you'd need the skybox uv node for, perhaps you can isolate that functionality in the code and add it as a custom code node
Idk I guess I wasn't looking to spend a significant chunk of time on this
super valid