Created
September 5, 2018 16:24
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Unity Skybox Stereo Shader
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
Shader "Skybox/CubemapStereo" { | |
Properties { | |
_Tint ("Tint Color", Color) = (.5, .5, .5, .5) | |
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 | |
_Rotation ("Rotation", Range(0, 360)) = 0 | |
[NoScaleOffset] _TexLeft ("Cubemap (HDR)", Cube) = "grey" {} | |
[NoScaleOffset] _TexRight ("Cubemap (HDR)", Cube) = "grey" {} | |
} | |
SubShader { | |
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } | |
Cull Off ZWrite Off | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#include "UnityCG.cginc" | |
samplerCUBE _TexLeft; | |
samplerCUBE _TexRight; | |
half4 _TexLeft_HDR; | |
half4 _TexRight_HDR; | |
half4 _Tint; | |
half _Exposure; | |
float _Rotation; | |
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; | |
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, _Rotation); | |
o.vertex = UnityObjectToClipPos(rotated); | |
o.texcoord = v.vertex.xyz; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); | |
half4 tex; | |
half3 c; | |
if (unity_StereoEyeIndex == 0) { | |
// Left Eye | |
tex = texCUBE (_TexLeft, i.texcoord); | |
c = DecodeHDR (tex, _TexRight_HDR); | |
} else { | |
// Right Eye | |
tex = texCUBE (_TexRight, i.texcoord); | |
//tex = half4(1,0,0,1); | |
c = DecodeHDR (tex, _TexRight_HDR); | |
} | |
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; | |
c *= _Exposure; | |
return half4(c, 1); | |
} | |
ENDCG | |
} | |
} | |
Fallback Off | |
} |
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