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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
- }
- }
- }
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