├── .gitignore ├── Assets ├── SkyMesh.meta ├── SkyMesh │ ├── SkyMesh.cs │ ├── SkyMesh.cs.meta │ ├── SkyMesh.shader │ └── SkyMesh.shader.meta ├── SkyMeshExamples.meta └── SkyMeshExamples │ ├── Example.ai │ ├── Example.ai.meta │ ├── Example.png │ ├── Example.png.meta │ ├── Example_Finite.mat │ ├── Example_Finite.mat.meta │ ├── Example_Infinite.mat │ ├── Example_Infinite.mat.meta │ ├── Example_MeshRenderer_Finite.unity │ ├── Example_MeshRenderer_Finite.unity.meta │ ├── Example_MeshRenderer_Infinite.unity │ ├── Example_MeshRenderer_Infinite.unity.meta │ ├── Example_SkyMeshComponent.unity │ ├── Example_SkyMeshComponent.unity.meta │ ├── SceneObjects.prefab │ └── SceneObjects.prefab.meta ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityAnalyticsManager.asset ├── README.md ├── render.png └── screenshot.png /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | 6 | # Autogenerated VS/MD solution and project files 7 | *.csproj 8 | *.unityproj 9 | *.sln 10 | *.suo 11 | *.tmp 12 | *.user 13 | *.userprefs 14 | *.pidb 15 | *.booproj 16 | 17 | # Unity3D generated meta files 18 | *.pidb.meta 19 | 20 | # Unity3D Generated File On Crash Reports 21 | sysinfo.txt 22 | -------------------------------------------------------------------------------- /Assets/SkyMesh.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aba0fbd485a2641bdbf71400ec908409 3 | folderAsset: yes 4 | timeCreated: 1445089604 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SkyMesh/SkyMesh.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | 4 | /// 5 | /// Draw a user-defined mesh as sky. 6 | /// The shader of the material should be SkyMesh shader. 7 | /// Skybox is recommended if you use GI. 8 | /// 9 | [ExecuteInEditMode] 10 | [RequireComponent(typeof(Camera))] 11 | public class SkyMesh : MonoBehaviour 12 | { 13 | [SerializeField] Mesh m_mesh; 14 | [SerializeField] Material m_material; 15 | [SerializeField] CameraEvent m_cameraEvent = CameraEvent.AfterImageEffectsOpaque; 16 | [SerializeField] Vector3 m_position = Vector3.zero; 17 | [SerializeField] Vector3 m_rotation = Vector3.zero; 18 | [SerializeField] Vector3 m_scale = Vector3.one; 19 | 20 | CameraEvent lastCameraEvent; 21 | CommandBuffer commandBuffer; 22 | 23 | public Mesh mesh 24 | { 25 | get { return m_mesh; } 26 | set 27 | { 28 | m_mesh = value; 29 | if (enabled) OnEnable(); 30 | } 31 | } 32 | 33 | public Material material { 34 | get { return m_material; } 35 | set 36 | { 37 | m_material = value; 38 | if (enabled) OnEnable(); 39 | } 40 | } 41 | 42 | public CameraEvent cameraEvent { 43 | get { return m_cameraEvent; } 44 | set 45 | { 46 | m_cameraEvent = value; 47 | if (enabled) OnEnable(); 48 | } 49 | } 50 | 51 | public Vector3 position { 52 | get { return m_position; } 53 | set 54 | { 55 | m_position = value; 56 | if (enabled) OnEnable(); 57 | } 58 | } 59 | 60 | public Vector3 rotation { 61 | get { return m_rotation; } 62 | set 63 | { 64 | m_rotation = value; 65 | if (enabled) OnEnable(); 66 | } 67 | } 68 | 69 | public Vector3 scale { 70 | get { return m_scale; } 71 | set 72 | { 73 | m_scale = value; 74 | if (enabled) OnEnable(); 75 | } 76 | } 77 | 78 | #if UNITY_EDITOR 79 | void OnValidate() 80 | { 81 | if (enabled) 82 | { 83 | if (GetComponent().clearFlags == CameraClearFlags.Skybox) 84 | Debug.LogWarning("SkyMesh: You should turn off Skybox."); 85 | 86 | OnEnable(); 87 | } 88 | } 89 | #endif 90 | 91 | void OnEnable() 92 | { 93 | OnDisable(); 94 | var camera = GetComponent(); 95 | commandBuffer = new CommandBuffer(); 96 | commandBuffer.name = "SkyMesh"; 97 | commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); 98 | var matrix = Matrix4x4.TRS(m_position, Quaternion.Euler(m_rotation), m_scale); 99 | commandBuffer.DrawMesh(m_mesh, matrix, m_material); 100 | camera.AddCommandBuffer(m_cameraEvent, commandBuffer); 101 | lastCameraEvent = m_cameraEvent; 102 | } 103 | 104 | void OnDisable() 105 | { 106 | if (commandBuffer == null) 107 | return; 108 | 109 | var camera = GetComponent(); 110 | camera.RemoveCommandBuffer(lastCameraEvent, commandBuffer); 111 | commandBuffer.Dispose(); 112 | commandBuffer = null; 113 | } 114 | } 115 | 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Pass 15 | { 16 | CGPROGRAM 17 | #pragma multi_compile _FINITE_OFF _FINITE_ON 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | }; 33 | 34 | sampler2D _MainTex; 35 | float4 _MainTex_ST; 36 | 37 | v2f vert (appdata v) 38 | { 39 | v2f o; 40 | #if _FINITE_ON 41 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 42 | #else 43 | o.vertex = mul(UNITY_MATRIX_MVP, float4(v.vertex.xyz, 0)); 44 | #endif 45 | o.vertex.z = o.vertex.w; 46 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 47 | return o; 48 | } 49 | 50 | fixed4 frag (v2f i) : SV_Target 51 | { 52 | return tex2D(_MainTex, i.uv); 53 | } 54 | ENDCG 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/SkyMesh/SkyMesh.shader.meta: 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-------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: .0199999996 7 | Maximum Allowed Timestep: .333333343 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!292 &1 4 | UnityAdsSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAnalyticsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!303 &1 4 | UnityAnalyticsManager: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_TestEventUrl: 10 | m_TestConfigUrl: 11 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # SkyMesh shader for Unity 2 | Do you want to use your own **sky sphere model** made in 3D modeling software (e.g. Blender, Maya)? 3 | In that case, the SkyMesh shader in this repository will be **useful and efficient**. 4 | 5 | ![screenshot.png](screenshot.png) 6 | 7 | ## How to use? 8 | ### 0. Think twice if you really need to render sky with your mesh. 9 | In many cases, you should use [Skybox](http://docs.unity3d.com/Manual/class-Skybox.html) instead, 10 | because **SkyMesh is not suitable for GI**. 11 | Unity can import several types of textures as [Cubemaps](http://docs.unity3d.com/Manual/class-Cubemap.html). 12 | Even if you don't want to use Cubemaps, **you'd better write your custom Skybox shader** if the mapping between view direction and color (or texture coordinates) is simple enough. 13 | 14 | ### 1. Import your sky model, and create SkyMesh material. 15 | You can also use builtin meshes. 16 | Create a material and select "Custom/SkyMesh" as the shader. 17 | 18 | ### 2. Choose radius of the sky. Finite or infinite? 19 | Unity's skybox is rendered as **a sphere of infinite radius** when camera mode is perspective. 20 | This means sky appearance doesn't depend on translation of camera, 21 | but depends only on rotation and field of view of it. 22 | If you prefer this behaviour, **uncheck Finite Radius checkbox** of your material. 23 | 24 | If your camera mode is orthographic or you prefer camera-translation-dependent sky, 25 | **check Finite Radius checkbox**. 26 | 27 | In both cases, the sky mesh **doesn't need to be within the view volume** (read below). 28 | 29 | ### 3. Choose a renderer. MeshRenderer or CommandBuffer? 30 | #### CommandBuffer 31 | Attatch SkyMesh script to your main camera, and fill all the properties. 32 | "Camera Event" is recommended to be "After Image Effects Opaque" for efficiency. 33 | #### MeshRenderer 34 | Create GameObject, and attach MeshFilter with your mesh and MeshRenderer with the SkyMesh material. 35 | In order to avoid frustum culling, you have to scale the object or 36 | [Mesh.bounds](http://docs.unity3d.com/ScriptReference/Mesh-bounds.html). 37 | 38 | ## Features 39 | ### The sky is rendered even if far away from the camera. 40 | Sky meshes will be rendered even if the actual meshes are outside camera view volumes. 41 | The mesh is rendered as if it is stuck on the far plane of the volume. 42 | It doesn't cosume your depth buffer bits. 43 | 44 | ### Efficient rendering order. 45 | The rendering order is as efficient as builtin Skybox. 46 | The areas hidden by opaque objects are culled by depth test. 47 | 48 | ![render.png](render.png) 49 | -------------------------------------------------------------------------------- /render.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/n-yoda/unity-sky-mesh/2d43e909437809f4330c54ccf56793f649902182/render.png -------------------------------------------------------------------------------- /screenshot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/n-yoda/unity-sky-mesh/2d43e909437809f4330c54ccf56793f649902182/screenshot.png --------------------------------------------------------------------------------