Here is an example of a shader that uses a cubemap array.
Shader "CubemapArrayShaderExample" {
Properties {
_MainTex ("CubemapArray", CubeArray) = "" {}
_Mip ("Mip", Float) = 0.0
_Intensity ("Intensity", Float) = 1.0
_SliceIndex ("Slice", Int) = 0
_Exposure ("Exposure", Float) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "ForceSupported" = "True"}
Pass {
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma require sampleLOD
#pragma require cubearray
#include "UnityCG.cginc"
struct appdata {
float4 pos : POSITION;
float3 nor : NORMAL;
};
struct v2f {
float3 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
uniform int _SliceIndex;
float _Mip;
half _Alpha;
half _Intensity;
float _Exposure;
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
float3 viewDir = -normalize(ObjSpaceViewDir(v.pos));
o.uv = reflect(viewDir, v.nor);
return o;
}
half4 _MainTex_HDR;
UNITY_DECLARE_TEXCUBEARRAY(_MainTex);
half4 frag (v2f i) : COLOR0
{
half4 c = UNITY_SAMPLE_TEXCUBEARRAY(_MainTex, float4(i.uv, _SliceIndex));
half4 cmip = UNITY_SAMPLE_TEXCUBEARRAY_LOD(_MainTex, float4(i.uv, _SliceIndex), _Mip);
if (_Mip >= 0.0)
c = cmip;
c.rgb = DecodeHDR (c, _MainTex_HDR) * _Intensity;
c.rgb *= exp2(_Exposure);
c = lerp (c, c.aaaa, _Alpha);
return c;
}
ENDHLSL
}
}
Fallback Off
}
If you use this shader with the Cubemap Array created in the example on the Create a cubemap array page, the result looks like this: