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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
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