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+// Derived from Unity built-in shader source.
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+// https://raw.githubusercontent.com/chsxf/unity-built-in-shaders/0c7940740e75340009bbed453e2b198e294e4bab/Shaders/DefaultResourcesExtra/Skybox-Panoramic.shader
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+
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+Shader "Skybox/Dual Panoramic" {
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+ Properties{
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+ _Tint1("Tint Color 1", Color) = (.5, .5, .5, .5)
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+ _Tint2("Tint Color 2", Color) = (.5, .5, .5, .5)
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+ [Gamma] _Exposure1("Exposure 1", Range(0, 8)) = 1.0
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+ [Gamma] _Exposure2("Exposure 2", Range(0, 8)) = 1.0
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+ _Rotation1("Rotation1", Range(0, 360)) = 0
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+ _Rotation2("Rotation2", Range(0, 360)) = 0
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+ [NoScaleOffset] _Texture1("Texture 1", 2D) = "grey" {}
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+ [NoScaleOffset] _Texture2("Texture 2", 2D) = "grey" {}
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+ [Enum(360 Degrees, 0, 180 Degrees, 1)] _ImageType("Image Type", Float) = 0
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+ [Toggle] _MirrorOnBack("Mirror on Back", Float) = 0
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+ [Enum(None, 0, Side by Side, 1, Over Under, 2)] _Layout("3D Layout", Float) = 0
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+ _Blend("Blend", Range(0.0, 1.0)) = 0.0
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+ }
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+
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+ SubShader{
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+ Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
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+ Cull Off ZWrite Off
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+
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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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+ #pragma target 2.0
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+ #pragma multi_compile_local __ _MAPPING_6_FRAMES_LAYOUT
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+
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+ #include "UnityCG.cginc"
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+
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+ sampler2D _Texture1;
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+ sampler2D _Texture2;
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+
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+ float4 _Texture1_TexelSize;
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+
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+ half4 _Texture1_HDR;
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+ half4 _Texture2_HDR;
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+ half4 _Tint1;
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+ half4 _Tint2;
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+ half _Exposure1;
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+ half _Exposure2;
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+ float _Rotation1;
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+ float _Rotation2;
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+
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+ float _Blend;
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+
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+ bool _MirrorOnBack;
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+ int _ImageType;
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+ int _Layout;
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+
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+ inline float2 ToRadialCoords(float3 coords)
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+ {
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+ float3 normalizedCoords = normalize(coords);
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+ float latitude = acos(normalizedCoords.y);
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+ float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
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+ float2 sphereCoords = float2(longitude, latitude) * float2(0.5 / UNITY_PI, 1.0 / UNITY_PI);
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+ return float2(0.5,1.0) - sphereCoords;
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+ }
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+
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+ float3 RotateAroundYInDegrees(float3 vertex, float degrees)
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+ {
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+ float alpha = degrees * UNITY_PI / 180.0;
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+ float sina, cosa;
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+ sincos(alpha, sina, cosa);
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+ float2x2 m = float2x2(cosa, -sina, sina, cosa);
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+ return float3(mul(m, vertex.xz), vertex.y).xzy;
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+ }
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+
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+ struct appdata_t {
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+ float4 vertex : POSITION;
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+ UNITY_VERTEX_INPUT_INSTANCE_ID
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+ };
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+
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+ struct v2f {
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+ float4 vertex : SV_POSITION;
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+ float3 texcoord : TEXCOORD0;
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+ float2 image180ScaleAndCutoff : TEXCOORD1;
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+ float4 layout3DScaleAndOffset : TEXCOORD2;
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+ UNITY_VERTEX_OUTPUT_STEREO
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+ };
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+
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+ v2f vert(appdata_t v)
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+ {
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+ v2f o;
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+ UNITY_SETUP_INSTANCE_ID(v);
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+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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+ float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation1);
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+ o.vertex = UnityObjectToClipPos(rotated);
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+
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+ o.texcoord = v.vertex.xyz;
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+
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+ // Calculate constant horizontal scale and cutoff for 180 (vs 360) image type
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+ if (_ImageType == 0) // 360 degree
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+ o.image180ScaleAndCutoff = float2(1.0, 1.0);
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+ else // 180 degree
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+ o.image180ScaleAndCutoff = float2(2.0, _MirrorOnBack ? 1.0 : 0.5);
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+ // Calculate constant scale and offset for 3D layouts
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+ if (_Layout == 0) // No 3D layout
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+ o.layout3DScaleAndOffset = float4(0,0,1,1);
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+ else if (_Layout == 1) // Side-by-Side 3D layout
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+ o.layout3DScaleAndOffset = float4(unity_StereoEyeIndex,0,0.5,1);
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+ else // Over-Under 3D layout
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+ o.layout3DScaleAndOffset = float4(0, 1 - unity_StereoEyeIndex,1,0.5);
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+ return o;
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+ }
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+
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+ fixed4 frag(v2f i) : SV_Target
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+ {
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+ float2 tc = ToRadialCoords(i.texcoord);
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+ if (tc.x > i.image180ScaleAndCutoff[1])
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+ return half4(0,0,0,1);
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+ tc.x = fmod(tc.x * i.image180ScaleAndCutoff[0], 1);
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+ tc = (tc + i.layout3DScaleAndOffset.xy) * i.layout3DScaleAndOffset.zw;
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+
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+ half4 tex1 = tex2D(_Texture1, tc);
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+ tc.x = frac(tc.x + (_Rotation2 - _Rotation1) / 360.0);
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+ half4 tex2 = tex2D(_Texture2, tc);
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+
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+ half3 c1 = DecodeHDR(tex1, _Texture1_HDR);
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+ half3 c2 = DecodeHDR(tex2, _Texture2_HDR);
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+
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+ c1 = lerp(c1, c2, _Blend) * lerp(_Tint1.rgb, _Tint2.rgb, _Blend) * unity_ColorSpaceDouble.rgb * lerp(_Exposure1, _Exposure2, _Blend);
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+ return half4(c1, 1);
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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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+
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+ //CustomEditor "SkyboxPanoramicShaderGUI"
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+ Fallback Off
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+
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+}
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