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Cailean Finn 11 months ago
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  1. 72
      .gitignore
  2. 6
      .vsconfig
  3. 657
      Assets/Demo.unity
  4. 7
      Assets/Demo.unity.meta
  5. 276
      Assets/Ground.mat
  6. 8
      Assets/Ground.mat.meta
  7. 39
      Assets/Readme.asset
  8. 8
      Assets/Readme.asset.meta
  9. 8
      Assets/Resources.meta
  10. 1
      Assets/Resources/BillingMode.json
  11. 7
      Assets/Resources/BillingMode.json.meta
  12. 8
      Assets/Scripts.meta
  13. 308
      Assets/Scripts/RenderText.cs
  14. 11
      Assets/Scripts/RenderText.cs.meta
  15. 12
      Assets/Scripts/RotationScript.cs
  16. 11
      Assets/Scripts/RotationScript.cs.meta
  17. 237
      Assets/Scripts/ShaderManiuplation.cs
  18. 11
      Assets/Scripts/ShaderManiuplation.cs.meta
  19. 8
      Assets/Settings.meta
  20. 497
      Assets/Settings/HDRP Balanced.asset
  21. 8
      Assets/Settings/HDRP Balanced.asset.meta
  22. 495
      Assets/Settings/HDRP High Fidelity.asset
  23. 8
      Assets/Settings/HDRP High Fidelity.asset.meta
  24. 496
      Assets/Settings/HDRP Performant.asset
  25. 8
      Assets/Settings/HDRP Performant.asset.meta
  26. 8
      Assets/Settings/HDRPDefaultResources.meta
  27. 220
      Assets/Settings/HDRPDefaultResources/DefaultLookDevProfile.asset
  28. 8
      Assets/Settings/HDRPDefaultResources/DefaultLookDevProfile.asset.meta
  29. 682
      Assets/Settings/HDRPDefaultResources/DefaultSettingsVolumeProfile.asset
  30. 8
      Assets/Settings/HDRPDefaultResources/DefaultSettingsVolumeProfile.asset.meta
  31. 494
      Assets/Settings/HDRPDefaultResources/HDRenderPipelineAsset.asset
  32. 8
      Assets/Settings/HDRPDefaultResources/HDRenderPipelineAsset.asset.meta
  33. 108
      Assets/Settings/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset
  34. 8
      Assets/Settings/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset.meta
  35. 423
      Assets/Settings/SkyandFogSettingsProfile.asset
  36. 8
      Assets/Settings/SkyandFogSettingsProfile.asset.meta
  37. 8
      Assets/Shaders.meta
  38. 94
      Assets/Shaders/CubemapToEquirectangularGnomic.shader
  39. 9
      Assets/Shaders/CubemapToEquirectangularGnomic.shader.meta
  40. 8
      Assets/Textures.meta
  41. BIN
      Assets/Textures/l8n7cgraly071.jpg
  42. 127
      Assets/Textures/l8n7cgraly071.jpg.meta
  43. 8
      Assets/URPEquirectangularCamera.meta
  44. 135
      Assets/URPEquirectangularCamera/CubeMapMat.mat
  45. 8
      Assets/URPEquirectangularCamera/CubeMapMat.mat.meta
  46. 39
      Assets/URPEquirectangularCamera/CubeMapTexture.renderTexture
  47. 8
      Assets/URPEquirectangularCamera/CubeMapTexture.renderTexture.meta
  48. 368
      Assets/URPEquirectangularCamera/CubemapCamera.prefab
  49. 7
      Assets/URPEquirectangularCamera/CubemapCamera.prefab.meta
  50. 26
      Assets/URPEquirectangularCamera/CubemapRender.cs
  51. 11
      Assets/URPEquirectangularCamera/CubemapRender.cs.meta
  52. 67
      Assets/URPEquirectangularCamera/CubemapToEquirectangular.shader
  53. 9
      Assets/URPEquirectangularCamera/CubemapToEquirectangular.shader.meta
  54. 76
      Assets/URPEquirectangularCamera/CubemapToEquirectangularCropped.shader
  55. 9
      Assets/URPEquirectangularCamera/CubemapToEquirectangularCropped.shader.meta
  56. 63
      Assets/URPEquirectangularCamera/CubemapToEquirectangularSqueeze.shader
  57. 9
      Assets/URPEquirectangularCamera/CubemapToEquirectangularSqueeze.shader.meta
  58. 54
      Packages/manifest.json
  59. 564
      Packages/packages-lock.json
  60. 19
      ProjectSettings/AudioManager.asset
  61. 6
      ProjectSettings/ClusterInputManager.asset
  62. 36
      ProjectSettings/DynamicsManager.asset
  63. 11
      ProjectSettings/EditorBuildSettings.asset
  64. 40
      ProjectSettings/EditorSettings.asset
  65. 70
      ProjectSettings/GraphicsSettings.asset
  66. 29
      ProjectSettings/HDRPProjectSettings.asset
  67. 487
      ProjectSettings/InputManager.asset
  68. 35
      ProjectSettings/MemorySettings.asset
  69. 91
      ProjectSettings/NavMeshAreas.asset
  70. 35
      ProjectSettings/PackageManagerSettings.asset
  71. 0
      ProjectSettings/Packages/com.unity.services.core/Settings.json
  72. 5
      ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json
  73. 56
      ProjectSettings/Physics2DSettings.asset
  74. 7
      ProjectSettings/PresetManager.asset
  75. 927
      ProjectSettings/ProjectSettings.asset
  76. 2
      ProjectSettings/ProjectVersion.txt
  77. 133
      ProjectSettings/QualitySettings.asset
  78. 167
      ProjectSettings/SceneTemplateSettings.json
  79. 16
      ProjectSettings/ShaderGraphSettings.asset
  80. 43
      ProjectSettings/TagManager.asset
  81. 9
      ProjectSettings/TimeManager.asset
  82. 36
      ProjectSettings/UnityConnectSettings.asset
  83. 17
      ProjectSettings/VFXManager.asset
  84. 8
      ProjectSettings/VersionControlSettings.asset
  85. 10
      ProjectSettings/XRSettings.asset

72
.gitignore

@ -0,0 +1,72 @@
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

6
.vsconfig

@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

657
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title: HDRP Empty Template
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- heading: Documentation
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linkText: Read more about the HDRP
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linkText: Samples and content you can use in your project
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
public class RenderText : MonoBehaviour
{
int frame = 0;
public int m_CaptureFrameRate = 60;
Texture2D texture;
public bool m_Record = false;
int txt_W;
int txt_H;
public Material material;
float x_FOV;
float y_FOV;
float y_Rotation;
float x_Rotation;
float y_Divide;
float x_Divide;
string m_Timestamp;
GameObject m_CubeMapPrefab = null;
List<Shader> m_ShaderList = new List<Shader>();
public enum ProjectionType
{
Cropped,
CroppedFOV,
Squeezed,
Gnomic
}
public ProjectionType m_ProjectionType = ProjectionType.Gnomic;
private void Awake()
{
SetupMatShaders();
}
// Initial configuration for frame rate
private void Start()
{
SetupFrameRateConfiguration();
}
private void Update()
{
ToggleRecording();
if (m_Record)
{
for (int frameCount = 0; frameCount < 4; frameCount++)
{
SetMaterialParametersBasedOnProjectionType(frameCount);
}
}
frame++;
}
void SetMaterialParametersBasedOnProjectionType(int frameCount)
{
var m_HeightY = 0f;
if (frameCount == 0 || frameCount == 2)
{
// Set Front & Back
if(m_ProjectionType == ProjectionType.Gnomic)
{
txt_W = 8192;
txt_H = 889;
x_FOV = 1.5f;
y_FOV = 0.2f;
y_Rotation = 5.13f;
x_Rotation = 0.25f;
m_HeightY = 0.6f;
material.shader = m_ShaderList[1];
}
if (m_ProjectionType == ProjectionType.Cropped)
{
txt_W = 6750;
txt_H = 1080;;
y_Rotation = 4.8f;
x_Rotation = 1f;
y_Divide = 5.8f;
x_Divide = 4f;
m_HeightY = 0.5f;
material.shader = m_ShaderList[0];
}
if (m_ProjectionType == ProjectionType.CroppedFOV)
{
txt_W = 8192;
txt_H = 889;
y_Rotation = 4.8f;
x_Rotation = 0f;
y_Divide = 5.8f;
x_Divide = 2.666f;
m_HeightY = 0.5f;
material.shader = m_ShaderList[0];
}
if (m_ProjectionType == ProjectionType.Squeezed)
{
txt_W = 6750;
txt_H = 1080;
y_Rotation = 0.5f;
x_Rotation = 1f;
y_Divide = 2f;
x_Divide = 4f;
m_HeightY = 0.5f;
material.shader = m_ShaderList[0];
}
}
else
{
// Set Left & right
if (m_ProjectionType == ProjectionType.Gnomic)
{
txt_W = 3510;
txt_H = 1080;
x_FOV = 0.9f;
y_FOV = 0.3f;
y_Rotation = 5.23f;
x_Rotation = 0.25f;
m_HeightY = 0.6f;
material.shader = m_ShaderList[1];
}
if (m_ProjectionType == ProjectionType.Cropped)
{
txt_W = 6750;
txt_H = 1080;
y_Rotation = 4.8f;
x_Rotation = 1f;
y_Divide = 5.8f;
x_Divide = 4f;
m_HeightY = 0.5f;
material.shader = m_ShaderList[0];
}
if (m_ProjectionType == ProjectionType.CroppedFOV)
{
txt_W = 3510;
txt_H = 1080;
y_Rotation = 4.8f;
x_Rotation = 0f;
y_Divide = 5.8f;
x_Divide = 8f;
m_HeightY = 0.5f;
material.shader = m_ShaderList[0];
}
if (m_ProjectionType == ProjectionType.Squeezed)
{
txt_W = 6750;
txt_H = 1080;
y_Rotation = 0.5f;
x_Rotation = 1f;
y_Divide = 2f;
x_Divide = 4f;
m_HeightY = 0.5f;
material.shader = m_ShaderList[0];
}
}
CycleThroughOrientations(frameCount, m_HeightY);
}
void CycleThroughOrientations(int frameCount, float m_HeightY)
{
if(m_ProjectionType != ProjectionType.CroppedFOV)
{
material.SetFloat("_EquiRotation", x_Rotation * frameCount);
} else
{
if(frameCount == 0 || frameCount == 2)
{
material.SetFloat("_EquiRotation", x_Rotation + frameCount);
} else
{
material.SetFloat("_EquiRotation", frameCount + 0.5f);
}
}
material.SetFloat("_EquiRotationY", y_Rotation);
if (m_ProjectionType == ProjectionType.Gnomic)
{
material.SetFloat("_FOVScale_X", x_FOV);
material.SetFloat("_FOVScale_Y", y_FOV);
} else
{
material.SetFloat("_DivideY", y_Divide);
material.SetFloat("_DivideX", x_Divide);
}
m_CubeMapPrefab.transform.position = new Vector3(m_CubeMapPrefab.transform.position.x, m_HeightY, m_CubeMapPrefab.transform.position.z);
ExportTexture(frameCount);
}
private void ExportTexture(int frameCount)
{
RenderTexture buffer = new RenderTexture(
txt_W,
txt_H,
0, // No depth/stencil buffer
RenderTextureFormat.ARGB32, // Standard colour format
RenderTextureReadWrite.sRGB // No sRGB conversions
);
texture = new Texture2D(txt_W, txt_H);
Graphics.Blit(null, buffer, material);
RenderTexture.active = buffer; // If not using a scene camera
texture.ReadPixels(
new Rect(0, 0, txt_W, txt_H), // Capture the whole texture
0, 0, // Write starting at the top-left texel
false); // No mipmaps
// Create a timestamped folder in the /SampleRecordings directory
var recordingsDir = Path.Combine(Application.dataPath, "..", "SampleRecordings", "Projection", m_Timestamp);
// Create the direction-specific folder if it doesn't exist
var directionFolder = "";
switch (frameCount)
{
case 0:
directionFolder = "SideB";
break;
case 1:
directionFolder = "SideA";
break;
case 2:
directionFolder = "SideD";
break;
case 3:
directionFolder = "SideC";
break;
}
var fullDirectionPath = Path.Combine(recordingsDir, directionFolder);
if (!Directory.Exists(fullDirectionPath))
{
Directory.CreateDirectory(fullDirectionPath);
}
// Save the PNG file with a frame-specific name
var filePath = Path.Combine(fullDirectionPath, $"{directionFolder}_{frame:D4}.png");
System.IO.File.WriteAllBytes(filePath, texture.EncodeToPNG());
RenderTexture.active = null;
RenderTexture.Destroy(texture);
buffer.Release();
}
private void SetupMatShaders()
{
///material = this.GetComponent<RawImage>().material;
m_ShaderList.Add(Shader.Find("Conversion/CubemapToEquirectangularSqueeze"));
m_ShaderList.Add(Shader.Find("Conversion/CubemapToEquirectangularGnomic"));
material.shader = m_ShaderList[1];
}
private void SetupFrameRateConfiguration()
{
frame = 0;
m_CubeMapPrefab = GameObject.Find("CubemapCamera");
Application.targetFrameRate = m_CaptureFrameRate;
QualitySettings.vSyncCount = 0;
Time.captureDeltaTime = 1.0f / m_CaptureFrameRate;
}
private void ToggleRecording()
{
if (Input.GetKeyUp(KeyCode.R))
{
m_Record = true;
//Update Timestamp
m_Timestamp = DateTime.Now.ToString("yyyyMMddHHmmss");
}
if (Input.GetKeyUp(KeyCode.S))
{
m_Record = false;
}
}
}

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Assets/Scripts/RotationScript.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
public class RotationScript : MonoBehaviour
{
private void FixedUpdate()
{
this.transform.Rotate(0, Time.fixedDeltaTime * 50, 0);
}
}

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Assets/Scripts/ShaderManiuplation.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using Unity.VisualScripting;
using UnityEditor;
using UnityEditor.Recorder;
using UnityEditor.Recorder.Input;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Windows.WebCam;
public class ShaderManiuplation : MonoBehaviour
{
public enum EquilateralDirection
{
Forward,
Backwards,
Left,
Right
}
public enum ProjectionType
{
Cropped,
CroppedFOV,
Squeeze,
Gnomic
}
List<Shader> m_ShaderList = new List<Shader>();
Material mat;
public EquilateralDirection m_Direction = EquilateralDirection.Backwards;
public ProjectionType m_ProjectionType;
bool m_Squeeze = false;
bool m_Gnomic = true;
bool m_Cropped = false;
bool m_CroppedFOV = false;
public bool m_SideViewToggle = true;
GameObject m_CubeMapPrefab = null;
// Game View Parameters
Type gameView;
PropertyInfo selectedSizeIndex;
EditorWindow window;
private void OnEnable()
{
SetupEditorSettings();
SetupMatShaders();
}
// Update is called once per frame
void Update()
{
UpdateRotation(m_Direction);
}
void UpdateRotation(EquilateralDirection direction)
{
if(m_Squeeze)
{
// Change Resolution & Set Y
ChangeGameViewResolution(21);
mat.SetFloat("_EquiRotationY", 0.5f);
//m_CubeMapPrefab.transform.position = new Vector3(m_CubeMapPrefab.transform.position.x, 0.5f, m_CubeMapPrefab.transform.position.z);
switch (direction)
{
case EquilateralDirection.Forward:
mat.SetFloat("_EquiRotation", 1f);
break;
case EquilateralDirection.Left:
mat.SetFloat("_EquiRotation", 2f);
break;
case EquilateralDirection.Backwards:
mat.SetFloat("_EquiRotation", 3f);
break;
case EquilateralDirection.Right:
mat.SetFloat("_EquiRotation", 4f);
break;
}
}
else if(m_Cropped)
{
ChangeGameViewResolution(21);
//mat.SetFloat("_EquiRotationY", 3.5f);
////m_CubeMapPrefab.transform.position = new Vector3(m_CubeMapPrefab.transform.position.x, 0.5f, m_CubeMapPrefab.transform.position.z);
//switch (direction)
//{
// case EquilateralDirection.Forward:
// mat.SetFloat("_EquiRotation", 0.5f);
// break;
// case EquilateralDirection.Left:
// mat.SetFloat("_EquiRotation", 1f);
// break;
// case EquilateralDirection.Backwards:
// mat.SetFloat("_EquiRotation", 1.5f);
// break;
// case EquilateralDirection.Right:
// mat.SetFloat("_EquiRotation", 2f);
// break;
//}
}
else if(m_Gnomic)
{
switch (direction)
{
case EquilateralDirection.Forward:
mat.SetFloat("_EquiRotation", 0f);
break;
case EquilateralDirection.Left:
mat.SetFloat("_EquiRotation", 0.25f);
break;
case EquilateralDirection.Backwards:
mat.SetFloat("_EquiRotation", 0.5f);
break;
case EquilateralDirection.Right:
mat.SetFloat("_EquiRotation", 0.75f);
break;
}
if (m_SideViewToggle)
{
// Set short wall FOV settings (height = 0.5, fovx = 0.9, fovy = 0.3)
mat.SetFloat("_FOVScale_X", 0.9f);
mat.SetFloat("_FOVScale_Y", 0.3f);
mat.SetFloat("_EquiRotationY", 5.23f);
//m_CubeMapPrefab.transform.position = new Vector3(m_CubeMapPrefab.transform.position.x, 0.5f, m_CubeMapPrefab.transform.position.z);
ChangeGameViewResolution(29);
}
else if (!m_SideViewToggle)
{
// Set long wall FOV settings (height = 0.75, fovx = 1.5, fovy = 0.2)
mat.SetFloat("_FOVScale_X", 1.5f);
mat.SetFloat("_FOVScale_Y", 0.2f);
mat.SetFloat("_EquiRotationY", 5.13f);
//m_CubeMapPrefab.transform.position = new Vector3(m_CubeMapPrefab.transform.position.x, 0.8f, m_CubeMapPrefab.transform.position.z);
ChangeGameViewResolution(28);
}
}
}
void UpdateProjectionType()
{
if(m_ShaderList != null && m_ShaderList.Count > 0)
{
if (m_ProjectionType == ProjectionType.Squeeze)
{
mat.shader = m_ShaderList[1];
m_Squeeze = true;
m_Gnomic = false;
m_Cropped = false;
}
else if(m_ProjectionType == ProjectionType.Cropped)
{
mat.shader = m_ShaderList[0];
m_Squeeze = false;
m_Gnomic = false;
m_Cropped = true;
}
else if (m_ProjectionType == ProjectionType.Gnomic)
{
mat.shader = m_ShaderList[2];
m_Squeeze = false;
m_Cropped = false;
m_Gnomic = true;
}
}
}
private void OnValidate()
{
UpdateProjectionType();
}
void ChangeGameViewResolution(int index)
{
selectedSizeIndex.SetValue(window, index, null);
}
private void SetupEditorSettings()
{
gameView = typeof(Editor).Assembly.GetType("UnityEditor.GameView");
selectedSizeIndex = gameView.GetProperty("selectedSizeIndex", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
window = EditorWindow.GetWindow(gameView);
}
private void SetupMatShaders()
{
mat = this.GetComponent<RawImage>().material;
m_ShaderList.Add(Shader.Find("Conversion/CubemapToEquirectangularSqueeze"));
m_ShaderList.Add(Shader.Find("Conversion/CubemapToEquirectangularGnomic"));
mat.shader = m_ShaderList[1];
m_CubeMapPrefab = GameObject.Find("CubemapCamera");
}
public void SetProjection(string projection)
{
switch(projection)
{
case "Gnomic":
m_Gnomic = true;
m_Squeeze = false;
m_Cropped = false;
m_CroppedFOV = false;
break;
case "Squeeze":
m_Squeeze = true;
m_Cropped = false;
m_Gnomic = false;
m_CroppedFOV = false;
break;
case "Cropped":
m_Cropped = true;
m_Squeeze = false;
m_Gnomic = false;
m_CroppedFOV = false;
break;
case "CroppedFOV":
m_Cropped = false;
m_Squeeze = false;
m_Gnomic = false;
m_CroppedFOV = true;
break;
}
UpdateRotation(m_Direction);
}
}

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//Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Conversion/CubemapToEquirectangularGnomic" {
Properties{
_MainTex("Cubemap (RGB)", CUBE) = "" {}
_EquiRotation("Rotation X", Float) = 1.0
_EquiRotationY("Rotation Y", Float) = 1.0
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ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#define PI 3.141592653589793
#define TWOPI 6.283185307179587
#define PI_2 1.570796326794897
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
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float _EquiRotation;
float _EquiRotationY;
float _FOVScale_X;
float _FOVScale_Y;
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
fixed4 frag(v2f i) : COLOR
{
float2 q = i.uv;
float2 cp = (float2(PI + _EquiRotation,PI_2) * 2.0 - 1.0) * float2(PI, PI_2); // [-PI, PI], [-PI_2, PI_2]
// Convert screen coord in gnomonic mapping to spherical coord in [PI/2, PI]
float2 convertedScreenCoord = (q.xy * 2.0 - 1.0) * float2(_FOVScale_X, _FOVScale_Y) * float2(PI, PI_2);
float x = convertedScreenCoord.x;
float y = convertedScreenCoord.y;
float rou = sqrt(x * x + y * y);
float c = atan(rou);
float sin_c = sin( c );
float cos_c = cos( c );
float lat = asin(cos_c * sin(cp.y) + (y * sin_c * cos(cp.y)) / rou);
float lon = cp.x + atan2(x * sin_c, rou * cos(cp.y) * cos_c - y * sin(cp.y) * sin_c);
lat = (lat / PI_2 + 1.0) * 1.0;
lon = (lon / PI + 1.0) * 0.5; //[0, 1]
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final.y = final.y + _EquiRotationY;
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unit.x = sin(final.y) * sin(final.x) * -1;
unit.y = cos(final.y * -1);
unit.z = sin(final.y) * cos(final.x) * -1;
return texCUBE(_MainTex, unit);
}
ENDCG
}
}
Fallback Off
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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
[ExecuteInEditMode]
public class CubemapRender : MonoBehaviour
{
public RenderTexture cubeMap;
int faceMask = 63;
Camera cam;
void Start()
{
cam = GetComponent<Camera>();
}
void Update()
{
if (cubeMap != null)
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cam.RenderToCubemap(cubeMap, faceMask);
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Conversion/CubemapToEquirectangular" {
Properties{
_MainTex("Cubemap (RGB)", CUBE) = "" {}
}
Subshader{
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
//#pragma fragmentoption ARB_precision_hint_nicest
#include "UnityCG.cginc"
#define PI 3.141592653589793
#define TWOPI 6.283185307179587
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
samplerCUBE _MainTex;
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * float2(TWOPI, PI);
return o;
}
fixed4 frag(v2f i) : COLOR
{
float3 unit = float3(1.0, 1.0, 0.0);
float theta = i.uv.y;
float phi = i.uv.x;
unit.x = sin(phi) * sin(theta) * -1;
unit.y = cos(theta) * -1;
unit.z = cos(phi) * sin(theta) * -1;
// Exclude the top and bottom regions based on UV coordinates
if (i.uv.y > PI/3.5 && i.uv.y < PI - PI/3.5)
{
return texCUBE(_MainTex, unit);
}
else
{
return texCUBE(_MainTex, unit);
//return fixed4(0, 0, 0, 1);
}
}
ENDCG
}
}
Fallback Off
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// //Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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#include "UnityCG.cginc"
#define PI 3.141592653589793
#define TWOPI 6.283185307179587
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
samplerCUBE _MainTex;
float _EquiRotation;
float _EquiRotationY;
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v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// Convert from 3D coordinates to spherical coordinates
float theta = atan2(-v.vertex.x, v.vertex.z);
float phi = acos(-v.vertex.y / length(v.vertex)); // Note the negative sign for Y
// Spherical Rotation is between (-1, 1), so you can add +0.5 to the shader to rotate it!
// Map spherical coordinates to UV coordinates for the positive X face
o.uv = float2((theta / TWOPI) + _EquiRotation, (phi / (PI/3)) + _EquiRotationY);
return o;
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fixed4 frag(v2f i) : COLOR {
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float theta = (i.uv.x * PI);
unit.x = sin(phi) * cos(theta);
unit.y = -cos(phi);
unit.z = sin(phi) * sin(theta);
return texCUBE(_MainTex, unit);
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ENDCG
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Fallback Off
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63
Assets/URPEquirectangularCamera/CubemapToEquirectangularSqueeze.shader

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//Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Conversion/CubemapToEquirectangularSqueeze" {
Properties{
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_EquiRotationY("Value", Float) = 1.0
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#define PI 3.141592653589793
#define TWOPI 6.283185307179587
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
samplerCUBE _MainTex;
float _EquiRotation;
float _EquiRotationY;
float _DivideY;
float _DivideX;
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{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * float2(TWOPI/_DivideX, PI/_DivideY);
return o;
}
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float theta = i.uv.y + ((_EquiRotationY * PI/2));
float phi = i.uv.x + ((_EquiRotation * TWOPI/4));
float3 unit = float3(0,0,0);
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unit.y = cos(theta) * -1;
unit.z = cos(phi) * sin(theta) * -1;
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ENDCG
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Fallback Off
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