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Juliet/Assets/source/Skybox.frag.hlsl

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876 B
HLSL

#include "RootConstants.hlsl"
float4 main(float3 ViewDir : TEXCOORD0) : SV_Target0
{
float3 dir = normalize(ViewDir);
// Simple Procedural Gradient Skybox Colors
float3 skyZenithColor = float3(0.05f, 0.15f, 0.45f); // Deep blue top
float3 skyHorizonColor = float3(0.4f, 0.6f, 0.9f); // Light blue horizon
float3 groundColor = float3(0.1f, 0.1f, 0.15f); // Dark ground
float t = dir.z; // -1 to 1 based on vertical alignment
float3 finalColor = groundColor;
if (t > 0.0f) {
// Blend from horizon to zenith
finalColor = lerp(skyHorizonColor, skyZenithColor, t);
} else {
// Ground - quick blend from horizon to ground
finalColor = lerp(skyHorizonColor, groundColor, saturate(-t * 2.0f));
}
// Combine with overall ambient lighting scale
return float4(finalColor, 1.0f);
}