Created
May 18, 2023 20:27
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Shader "Pillow/PillowEquirectDepth" { | |
Properties{ | |
_MainTex("Texture", 2D) = "white" {} | |
_Depth("Depth", 2D) = "white" {} | |
_Scale("Depth Multiplier", float) = 1 | |
_Min("Min Depth Cutoff", float) = 1000 | |
_Max("Max Depth Cutoff", float) = 100 | |
_DisplacementBias("Displacement Bias", float) = 0.01 | |
_PoleBoost("Pole Boost", float) = 1 | |
} | |
SubShader{ | |
Tags { | |
"RenderType" = "Opaque" | |
} | |
LOD 100 | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
sampler2D _Depth; | |
float _Min; | |
float _Max; | |
float _Scale; | |
float _DisplacementBias; | |
float _PoleBoost; | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
float getDisplacementScale(float v) { | |
float scale = 1.0; | |
if (v < 0.25) { | |
scale += (_PoleBoost - 1.0) * (1.0 - abs(v * 4.0)); | |
} | |
else if (v > 0.75) { | |
scale += (_PoleBoost - 1.0) * (1.0 - abs((1.0 - v) * 4.0)); | |
} | |
return scale; | |
} | |
v2f vert(appdata v) { | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_OUTPUT(v2f, o); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
// mirror x because we render on the inside of a sphere | |
v.uv.x = 1 - v.uv.x; | |
float depth = tex2Dlod(_Depth, float4(v.uv, 0, 0)); | |
if (depth != 0) { | |
depth = (_Scale / depth) + _DisplacementBias; | |
depth = depth * getDisplacementScale(v.uv.y); | |
depth = clamp(depth, _Min * _Scale, _Max * _Scale); | |
} | |
// Vertex displacement (assumes rendering on a unit sphere with radius 1) | |
o.vertex = UnityObjectToClipPos(v.vertex * depth); | |
// clamp to far clip plane (assumes reversed-Z) | |
if (o.vertex.z < 1.0e-3f) { | |
o.vertex.z = 1.0e-3f; | |
} | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target { | |
float4 col; | |
col = tex2D(_MainTex, i.uv); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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