Shader "Hidden/CubeCopy" { Properties { _MainTex ("Main", CUBE) = "" {} _Level ("Level", Float) = 0. } CGINCLUDE #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _Level; struct v2f { float4 pos : SV_POSITION; float4 uvw : TEXCOORD0; }; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uvw = v.texcoord; return o; } UNITY_DECLARE_TEXCUBE(_MainTex); float4 frag(v2f i) : SV_Target { return UNITY_SAMPLE_TEXCUBE_LOD(_MainTex, i.uvw.xyz, _Level); } ENDCG SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { ZTest Always Blend Off AlphaTest off Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma target 3.0 ENDCG } } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { ZTest Always Blend Off AlphaTest off Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma target 2.0 ENDCG } } }