Cubemap Blit.shader
1.98 KB
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Shader "Oculus/Cubemap Blit" {
Properties{
_MainTex("Base (RGB) Trans (A)", CUBE) = "white" {}
_face("Face", Int) = 0
_linearToSrgb("Perform linear-to-gamma conversion", Int) = 0
_premultiply("Cubemap Blit", Int) = 0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass{
ZWrite Off
ColorMask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half3 cubedir : TEXCOORD0;
};
samplerCUBE _MainTex;
float4 _MainTex_ST;
int _face;
int _linearToSrgb;
int _premultiply;
v2f vert (appdata_t va)
{
v2f vo;
vo.vertex = UnityObjectToClipPos(va.vertex);
//Face bases, assuming +x, -x, +z, -z, +y, -y with origin at bottom-left.
float3 o[6] = { {1.0, -1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, 1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, -1.0, 1.0}, { 1.0, -1.0, -1.0} };
float3 u[6] = { {0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0} };
float3 v[6] = { {0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0}, { 0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0} };
//Map the input UV to the corresponding face basis.
vo.cubedir = o[_face] + 2.0*va.texcoord.x * u[_face] + 2.0*(1.0 - va.texcoord.y) * v[_face];
return vo;
}
fixed4 frag (v2f vi) : COLOR
{
fixed4 col = texCUBE(_MainTex, vi.cubedir);
if (_linearToSrgb)
{
float3 S1 = sqrt(col.rgb);
float3 S2 = sqrt(S1);
float3 S3 = sqrt(S2);
col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb;
}
if (_premultiply)
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}