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