ict.lixian.three/Assets/Evereal/VideoCapture/Resources/Shaders/CubemapToEquirect.shader

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// Copyright (c) 2019-present Evereal. All rights reserved.
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "VideoCapture/CubemapToEquirect"
{
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;
float4x4 _CubeTransform;
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * float2(TWOPI, PI);
return o;
}
// convert spherical coordinates (azimuth, elevation angles) to Cartesian coordinates (x, y, z) on sphere
float3 sphericalToCartesian(float2 a)
{
float theta = a.y;
float phi = a.x;
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 unit;
}
fixed4 frag(v2f i) : COLOR {
float3 dir = sphericalToCartesian(i.uv);
dir = mul(_CubeTransform, float4(dir, 1)).xyz;
return texCUBE(_MainTex, dir);
}
ENDCG
}
}
Fallback Off
}