shader_type spatial; render_mode unshaded; uniform sampler2D sky_texture : source_color; uniform bool lock_aspect = false; uniform float aspect_ratio = 1.3333333; uniform vec2 fov = vec2(180.0, 90.0); uniform ivec2 tiling = ivec2(1, 1); uniform vec2 offset = vec2(0.0, 0.0); // XY offset, ZW tiling varying vec4 bg_coords; void vertex() { // Camera YX rotation per Basis.get_euler source code float y = atan(VIEW_MATRIX[0][2], VIEW_MATRIX[2][2]); float x = asin(VIEW_MATRIX[1][2]); // Map rotation to screen space bg_coords.xy = vec2(y * -0.5, x) / PI; bg_coords.y += 0.5; bg_coords.w = fov.y / 180.0; bg_coords.z = !lock_aspect ? fov.x / 360.0 : VIEWPORT_SIZE.x / (VIEWPORT_SIZE.y * aspect_ratio) * bg_coords.w; // Keep background centered vertically when FOV changes bg_coords.y *= bg_coords.w > 1.0 ? 0.0 : 1.0 - bg_coords.w; } void fragment() { vec2 uv_offset = vec2(-offset.x, offset.y); vec2 uv = (SCREEN_UV + uv_offset) * bg_coords.zw + bg_coords.xy; uv *= vec2(tiling); ALBEDO = texture(sky_texture, uv).rgb; }