a repository for recording different projection views (equirectangular, rectinlinear/gnomonic).
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// //Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Conversion/CubemapToEquirectangularCropped" {
Properties{
_MainTex("Cubemap (RGB)", CUBE) = "" {}
_EquiRotation("Value", Float) = 1.0
_EquiRotationY("Value", Float) = 1.0
}
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;
// Vertex shader
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;
}
fixed4 frag(v2f i) : COLOR {
float3 unit = float3(1.0, 1.0, 0.0);
// Adjust UV for negative X face with equirectangular distortion
float phi = i.uv.y * PI/2;
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);
}
ENDCG
}
}
Fallback Off
}