Cube map shader, texture is not following the object
I'm trying to make a custom skybox composed of a big sphere and a custom shader to render a DDS cubemap texture onto it. I've managed to set it inside and it's displaying properly.
However, I need to be able to rotate it with player input and I noticed, just doing the rotation directly in editor that the cubemap isn't following the rotation of the object.
No matter how I rotate the sphere I always see the same part of the texture.
My camera is always facing the same direction in game. I can see the mesh is rotating because of the imperfections of the sphere but the texture isn't rotating with the mesh. In editor if I look around however, I can look around and see the whole texture normally.
So my intuition is that what's rendered as to do with the camera's view direction but what I need is for it to behave like a normal uv texture.
Is it possible to do that ?
Maybe I shouldn't use a cubemap of a different kind of sampler ?
Here is a capture of Shader Graph :
Answer by Skflowne · May 02 at 01:17 AM
Okay actually this was really simple, I needed to use a Sample Reflected Cubemap instead of a Sample Cubemap for my texture node
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