cubemap shader for sphere (without skybox)
Shader "Unlit/CubeMapForSphere" { Properties { _Cube ("Cubemap", Cube) = "grey" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 cull front Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float3 pos : TEXCOORD1; float4 vertex : SV_POSITION; }; samplerCUBE _Cube; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.pos = v.vertex; o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { half4 col = texCUBE (_Cube, i.pos);//pos = direction return col; } ENDCG } } }