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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Originally By James O'Hare, from his Gist: https://gist.github.com/Farfarer/5664694
- // This takes in the cubemap generated by your cubemap camera and feeds back out an equirectangular image.
- // Create a new material and give it this shader. Then give that material to the "cubemapToEquirectangularMateral" property of the dynamicAmbient.js script in this gist.
- // You could probably abstract this to C#/JS code and feed it in a pre-baked cubemap to sample and then spit out an equirectangular map if you don't have render textures.
- Shader "Hidden/CubemapToEquirectangular"
- {
- Properties
- {
- _MainTex ("Cubemap (RGB)", CUBE) = "" {}
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- uniform samplerCUBE _MainTex;
- uniform float _FlipX;
- #define PI 3.141592653589793
- #define HALFPI 1.57079632679
- v2f vert(appdata v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- #if STEREOPACK_TOP
- o.pos.y = (o.pos.y / 2.0) - 0.5;
- #elif STEREOPACK_BOTTOM
- o.pos.y = (o.pos.y / 2.0) + 0.5;
- #elif STEREOPACK_LEFT
- o.pos.x = (o.pos.x / 2.0) - 0.5;
- #elif STEREOPACK_RIGHT
- o.pos.x = (o.pos.x / 2.0) + 0.5;
- #endif
- float2 uv = v.texcoord.xy;
- if (_FlipX > 0.5)
- {
- uv.x = 1.0 - uv.x;
- }
- uv = uv * 2.0 - float2(0.5, 1.0);
- uv *= float2(PI, HALFPI);
- o.uv = uv;
- return o;
- }
-
- fixed4 frag(v2f i) : COLOR
- {
- float cosy = cos(i.uv.y);
- float3 normal = float3(0.0, 0.0, 0.0);
- normal.x = cos(i.uv.x) * cosy;
- normal.y = i.uv.y;
- normal.z = cos(i.uv.x - HALFPI) * cosy;
- return texCUBE(_MainTex, normalize(normal));
- }
- ENDCG
- Subshader
- {
- ZTest Always
- Cull Off
- ZWrite Off
- Fog{ Mode off }
- Pass
- {
- CGPROGRAM
- #pragma multi_compile __ STEREOPACK_TOP STEREOPACK_BOTTOM STEREOPACK_LEFT STEREOPACK_RIGHT
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
- Fallback Off
- }
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