// Copyright (c) 2019-present Evereal. All rights reserved. Shader "VideoCapture/CubemapDisplay" { Properties { } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 uv : TEXCOORD0; }; struct v2f { float3 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; samplerCUBE _CubeTex; float2 _SphereScale; float2 _SphereOffset; float4x4 _CubeTransform; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv * float3(1.0, _SphereScale.y, 1.0); return o; } fixed4 frag(v2f i) : SV_Target { float3 dir = mul(_CubeTransform, float4(i.uv, 1)).xyz; fixed4 col = texCUBE(_CubeTex, dir); return col; } ENDCG } } }