├── .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 |
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/Assets/SkyMesh/SkyMesh.cs:
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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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/Assets/SkyMesh/SkyMesh.shader:
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1 | Shader "Custom/SkyMesh"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white" {}
6 | [Enum(CullMode)] _CullMode ("Cull Mode", float) = 1
7 | [Toggle] _Finite ("Finite Radius", float) = 0
8 | }
9 | SubShader
10 | {
11 | Tags { "Queue"="Geometry+500" }
12 | Cull [_CullMode]
13 | ZWrite Off
14 | 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 |
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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 | 
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 | 
49 |
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https://raw.githubusercontent.com/n-yoda/unity-sky-mesh/2d43e909437809f4330c54ccf56793f649902182/render.png
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