0
Not a bug

Skyshop, blending cubemaps.

Luca Eberhart 9 years ago updated by Freya Holmér (Developer) 9 years ago 5
Hi,
I would to make a shader for Skyshop where I can blend with a slider beetween 2 different skies created with it.
There is no documentation on how to use the Skyshop nodes correctly.
Anyone can help me to find the right way to make the shader?

Thanks in advance for any help.

Answer

Answer
Not a bug
You can use two cubemap nodes, plug the gloss (remapped from 0-1 to 7-0) into the MIP input of the cubemap, and then plug them both into A and B of a lerp node, and a slider in the T input. Then plug it into the specular ambient light input.
Otherwise, blending should work as it is, if you're using Skyshop's built-in one.
Answer
Not a bug
You can use two cubemap nodes, plug the gloss (remapped from 0-1 to 7-0) into the MIP input of the cubemap, and then plug them both into A and B of a lerp node, and a slider in the T input. Then plug it into the specular ambient light input.
Otherwise, blending should work as it is, if you're using Skyshop's built-in one.
Hi Joachim,

I tried to do as you explained, but Skyshop uses HDR cubemaps and the colors that result are wrong.

My goal is to fade beetwen two Skyshop local skies gradually forward and backward at different speeds.
Is possibile to do just using Skyshop API?
Multiply RGB by the alpha channel * 8, and I think you'll get proper HDR unpacking. Though I'm not sure
Looks quite right, I have to elaborate it a bit.

The purpose of Skyshop nodes for Shader Forge is just to connect the generated probes to the proper channels or I can use them to make something? :D
Pretty much, along with any modifications you might want to do with them. They're specifically made so that box projection and the built-in sky/probe blending will work.