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- Shader "Custom/Equirectangular" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
- }
- SubShader{
- Pass {
- Tags {"LightMode" = "Always"}
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma glsl
- #pragma target 3.0
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float3 normal : TEXCOORD0;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.normal = v.normal;
- return o;
- }
- sampler2D _MainTex;
- #define PI 3.141592653589793
- inline float2 RadialCoords(float3 a_coords)
- {
- float3 a_coords_n = normalize(a_coords);
- float lon = atan2(a_coords_n.z, a_coords_n.x);
- float lat = acos(a_coords_n.y);
- float2 sphereCoords = float2(lon, lat) * (1.0 / PI);
- return float2(sphereCoords.x * 0.5 + 0.5, 1 - sphereCoords.y);
- }
- float4 frag(v2f IN) : COLOR
- {
- float2 equiUV = RadialCoords(IN.normal);
- return tex2D(_MainTex, equiUV);
- }
- ENDCG
- }
- }
- FallBack "VertexLit"
- }
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