Created
March 4, 2016 11:52
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use Equirectangular picture for unity skybox
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| Shader "Skybox/Equirectangular" { | |
| Properties{ | |
| _Tint("Tint Color", Color) = (.5, .5, .5, .5) | |
| [Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0 | |
| _Rotation("Rotation", Range(0, 360)) = 0 | |
| [NoScaleOffset] _Tex("Panorama (HDR)", 2D) = "grey" {} | |
| } | |
| SubShader{ | |
| Tags{ "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" } | |
| Cull Off ZWrite Off | |
| Pass{ | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #include "UnityCG.cginc" | |
| sampler2D _Tex; | |
| half4 _Tex_HDR; | |
| half4 _Tint; | |
| half _Exposure; | |
| float _Rotation; | |
| float4 RotateAroundYInDegrees(float4 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 float4(mul(m, vertex.xz), vertex.yw).xzyw; | |
| } | |
| struct appdata_t { | |
| float4 vertex : POSITION; | |
| }; | |
| struct v2f { | |
| float4 vertex : SV_POSITION; | |
| float3 texcoord : TEXCOORD0; | |
| }; | |
| v2f vert(appdata_t v) | |
| { | |
| v2f o; | |
| o.vertex = mul(UNITY_MATRIX_MVP, RotateAroundYInDegrees(v.vertex, _Rotation)); | |
| o.texcoord = v.vertex.xyz; | |
| return o; | |
| } | |
| fixed4 frag(v2f i) : SV_Target | |
| { | |
| float3 dir = normalize(i.texcoord); | |
| float2 longlat = float2(atan2(dir.x, dir.z) + UNITY_PI, acos(-dir.y)); | |
| float2 uv = longlat / float2(2.0 * UNITY_PI, UNITY_PI); | |
| half4 tex = tex2D(_Tex, uv); | |
| half3 c = DecodeHDR(tex, _Tex_HDR); | |
| c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; | |
| c *= _Exposure; | |
| return half4(c, 1); | |
| } | |
| ENDCG | |
| } | |
| } | |
| Fallback Off | |
| } |
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