a repository for recording different projection views (equirectangular, rectinlinear/gnomonic).
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1.4 KiB

//Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Conversion/CubemapToEquirectangularSqueeze" {
Properties{
_MainTex("Cubemap (RGB)", CUBE) = "" {}
_EquiRotation("Value", Float) = 1.0
_EquiRotationY("Value", Float) = 1.0
_DivideY("Divide Y", Float) = 2
_DivideX("Divide X", Float) = 4
}
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;
float _EquiRotation;
float _EquiRotationY;
float _DivideY;
float _DivideX;
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * float2(TWOPI/_DivideX, PI/_DivideY);
return o;
}
fixed4 frag(v2f i) : COLOR
{
float theta = i.uv.y + ((_EquiRotationY * PI/2));
float phi = i.uv.x + ((_EquiRotation * TWOPI/4));
float3 unit = float3(0,0,0);
unit.x = sin(phi) * sin(theta) * -1;
unit.y = cos(theta) * -1;
unit.z = cos(phi) * sin(theta) * -1;
return texCUBE(_MainTex, unit);
}
ENDCG
}
}
Fallback Off
}