75 lines
2.0 KiB
Plaintext
75 lines
2.0 KiB
Plaintext
// Copyright (c) 2019-present Evereal. All rights reserved.
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// shader to convert cubemap to equirectangular projection
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// render full screen quad, maps uv to spherical coordinates, does cubemap lookup
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// sgreen 8/4/2016
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Shader "VideoCapture/CubemapToCylinder"
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{
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Properties
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{
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}
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SubShader
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{
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// No culling or depth
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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samplerCUBE _CubeTex;
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float2 _SphereScale;
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float2 _SphereOffset;
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float4x4 _CubeTransform;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//o.uv = (v.uv *_SphereScale + _SphereOffset) * float2(UNITY_PI*2.0, UNITY_PI); // convert to angles
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o.uv = (v.uv *_SphereScale + _SphereOffset) * float2(UNITY_PI*2.0, UNITY_PI*0.5); // convert to angles
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return o;
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}
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// convert spherical coordinates (azimuth, elevation angles) to Cartesian coordinates (x, y, z) on sphere
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float3 sphericalToCartesian(float2 a)
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{
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return float3(cos(a.x),
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//cos(a.y),
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-(a.y - UNITY_PI*0.25),
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sin(a.x));
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float3 dir = sphericalToCartesian(i.uv);
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dir = mul(_CubeTransform, float4(dir, 1)).xyz;
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fixed4 col = texCUBE(_CubeTex, dir);
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return col;
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}
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ENDCG
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}
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}
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}
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