#Unity Skybox ShaderGraph Recreation

1 messages · Page 1 of 1 (latest)

cold spindle
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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

orchid viper
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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

cold spindle
orchid viper
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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

orchid viper
cold spindle
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if it works for what you need out of the box though

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¯_(ツ)_/¯

orchid viper
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I just wanted to like take a day cubemap and a night cubemap and lerp between them it should not be this hard

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other stuff too but yeah

cold spindle
orchid viper
cold spindle
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super valid