I am using the procedural skybox shader that Unity provides, but have tweaked it so that I can have a cloud texture.
The problem I have, is that the texture is not tiling correctly, even though it is a repeatable pattern.
In the GIF below you will see the stretching, but it tiles everywhere else.
Here is the test cloud texture I am using.
Am not doing anything unusual in the shader I don't think.
// In the vertex (copied this from another shader, could this be the problem?) OUT.uv = TRANSFORM_TEX(v.uv, _Sky_Clouds); // in the fragment before returning the color c = c + tex2D(_Sky_Clouds, IN.uv);
How can I use the cloud texture so it tiles around the whole skybox without stretching?
The look I am trying to achieve is like this...
That image is from this video tutorial by BlenderGuru.