Shader "Hidden/CubeBlend"
{
Properties
{
	[NoScaleOffset] _TexA ("Cubemap", Cube) = "grey" {}
	[NoScaleOffset] _TexB ("Cubemap", Cube) = "grey" {}
	_value ("Value", Range (0, 1)) = 0.5
}

CGINCLUDE

#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

half4 _TexA_HDR;
half4 _TexB_HDR;

UNITY_DECLARE_TEXCUBE(_TexA);
UNITY_DECLARE_TEXCUBE(_TexB);

float _Level;
float _value;
		
struct appdata_t {
	float4 vertex : POSITION;
	float3 texcoord : TEXCOORD0;
};

struct v2f {
	float4 vertex : SV_POSITION;
	float3 texcoord : TEXCOORD0;
};

v2f vert (appdata_t v)
{
	v2f o;
	o.vertex = UnityObjectToClipPos(v.vertex);
	o.texcoord = v.texcoord;
	return o;
}

half4 frag (v2f i) : SV_Target
{
	half3 texA = DecodeHDR (UNITY_SAMPLE_TEXCUBE_LOD (_TexA, i.texcoord, _Level), _TexA_HDR);
	half3 texB = DecodeHDR (UNITY_SAMPLE_TEXCUBE_LOD (_TexB, i.texcoord, _Level), _TexB_HDR);

	half3 res = lerp(texA, texB, _value);
	return half4(res, 1.0);
}
ENDCG 

SubShader {
	Tags { "Queue"="Background" "RenderType"="Background" }
	Cull back ZWrite Off ZTest Always Fog { Mode Off }
	Pass
	{
		CGPROGRAM
		#pragma target 3.0
		ENDCG
	}
} 	

SubShader {
	Tags { "Queue"="Background" "RenderType"="Background" }
	Cull back ZWrite Off ZTest Always Fog { Mode Off }

	Pass
	{
		CGPROGRAM
		#pragma target 2.0
		ENDCG
	}
} 	

Fallback Off

}
