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77 lines
1.8 KiB
77 lines
1.8 KiB
11 months ago
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// //Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Conversion/CubemapToEquirectangularCropped" {
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Properties{
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_MainTex("Cubemap (RGB)", CUBE) = "" {}
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_EquiRotation("Value", Float) = 1.0
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_EquiRotationY("Value", Float) = 1.0
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}
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Subshader{
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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//#pragma fragmentoption ARB_precision_hint_nicest
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#include "UnityCG.cginc"
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#define PI 3.141592653589793
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#define TWOPI 6.283185307179587
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struct v2f {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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samplerCUBE _MainTex;
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float _EquiRotation;
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float _EquiRotationY;
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// Vertex shader
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v2f vert(appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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// Convert from 3D coordinates to spherical coordinates
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float theta = atan2(-v.vertex.x, v.vertex.z);
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float phi = acos(-v.vertex.y / length(v.vertex)); // Note the negative sign for Y
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// Spherical Rotation is between (-1, 1), so you can add +0.5 to the shader to rotate it!
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// Map spherical coordinates to UV coordinates for the positive X face
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o.uv = float2((theta / TWOPI) + _EquiRotation, (phi / (PI/3)) + _EquiRotationY);
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return o;
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}
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fixed4 frag(v2f i) : COLOR {
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float3 unit = float3(1.0, 1.0, 0.0);
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// Adjust UV for negative X face with equirectangular distortion
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float phi = i.uv.y * PI/2;
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float theta = (i.uv.x * PI);
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unit.x = sin(phi) * cos(theta);
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unit.y = -cos(phi);
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unit.z = sin(phi) * sin(theta);
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return texCUBE(_MainTex, unit);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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