มีส่วนแบ่งสกายบ็อกซ์ที่ผสมผสานระหว่างพื้นผิวสกายบ็อกซ์สองชุด คิดว่าวัฏจักรกลางวันและกลางคืน!
หากคุณต้องการสร้างหรือทำให้สกายบ็อกซ์เคลื่อนไหวจากสคริปต์ให้ใช้skyboxmaterial.SetFloat("_Blend", yourBlend)เพื่อเปลี่ยนการผสม ยังสามารถใช้SetTextureฟังก์ชั่นวัสดุเพื่อตั้งค่าหรือเปลี่ยนพื้นผิว
วิดีโอแนะนำเกี่ยวกับรอบวัน / คืน: http://www.youtube.com/watch?v=FTfv9JhkmIA
โค้ดตัวอย่างจะเป็นดังนี้:
Shader "RenderFX/Skybox Blended" {
Properties {
    _Tint ("Tint Color", Color) = (.5, .5, .5, .5)
    _Blend ("Blend", Range(0.0,1.0)) = 0.5
    _FrontTex ("Front (+Z)", 2D) = "white" {}
    _BackTex ("Back (-Z)", 2D) = "white" {}
    _LeftTex ("Left (+X)", 2D) = "white" {}
    _RightTex ("Right (-X)", 2D) = "white" {}
    _UpTex ("Up (+Y)", 2D) = "white" {}
    _DownTex ("Down (-Y)", 2D) = "white" {}
    _FrontTex2("2 Front (+Z)", 2D) = "white" {}
    _BackTex2("2 Back (-Z)", 2D) = "white" {}
    _LeftTex2("2 Left (+X)", 2D) = "white" {}
    _RightTex2("2 Right (-X)", 2D) = "white" {}
    _UpTex2("2 Up (+Y)", 2D) = "white" {}
    _DownTex2("2 Down (-Y)", 2D) = "white" {}
}
SubShader {
    Tags { "Queue" = "Background" }
    Cull Off
    Fog { Mode Off }
    Lighting Off        
    Color [_Tint]
    Pass {
        SetTexture [_FrontTex] { combine texture }
        SetTexture [_FrontTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
        SetTexture [_FrontTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
        SetTexture [_BackTex] { combine texture }
        SetTexture [_BackTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
        SetTexture [_BackTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
        SetTexture [_LeftTex] { combine texture }
        SetTexture [_LeftTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
        SetTexture [_LeftTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
        SetTexture [_RightTex] { combine texture }
        SetTexture [_RightTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
        SetTexture [_RightTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
        SetTexture [_UpTex] { combine texture }
        SetTexture [_UpTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
        SetTexture [_UpTex2] { combine previous +- primary, previous * primary }
    }
    Pass {
        SetTexture [_DownTex] { combine texture }
        SetTexture [_DownTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
        SetTexture [_DownTex2] { combine previous +- primary, previous * primary }
    }
}
Fallback "RenderFX/Skybox", 1
}