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Shader "Custom/UnlitCubemap" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Cube ("Cube env tex", CUBE) = "black" {}
_MixPower ("Mix Power", Range (1, 0.01)) = 0.5
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
float3 worldRefl;
};
sampler2D _MainTex;
samplerCUBE _Cube;
fixed _MixPower;
void surf (Input IN, inout SurfaceOutput o) {
fixed4 mytex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mytex.rgb * 0.5;
o.Emission = texCUBE (_Cube, IN.worldRefl).rgb * mytex.a;
}
ENDCG
}
Fallback "Diffuse"
}