- Home /
Cubemap Projection Shader
Hello,
 I've made a working procedural volumetric sky using raymarching through a 3d texture. The ray starts at the fragments position in worldspace and moves along the viewdirection. It looks pretty good on a plane and with some addition to correct the vectors it also looks good if used with a sphere that is fixed around the camera.
 Now I want this shader to render into the background directly, to produce a skybox from code only (without putting another camera somewhere into the scene). But I don't get where to start the ray, what the uv's of the skybox are, what SV_Position gives me.
 And is it even possible to create a skybox fully from code? So anyone else just needs to drag in a script and everything is fine.
 Greetings 
Your answer
 
 
             Follow this Question
Related Questions
Unity 5 procedural skybox with working bottom 1 Answer
Reverse skybox cubemap reflection in shader so it is accurate? 0 Answers
Project a shape using a mesh 0 Answers
How to make Pixelstudio's skydome works on Mobile(iOS & Android)? 1 Answer
How to change the reflection according to skybox-material? 2 Answers
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                