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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
-
- Shader "Skybox/6 Sided - Arbitrary Rotation" {
- Properties{
- _Tint("Tint Color", Color) = (.5, .5, .5, .5)
- [Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
- _Rotation("Rotation", Range(0, 360)) = 0
- _RotationAxis("Rotation axis", Vector) = (0, 1, 0)
- [NoScaleOffset] _FrontTex("Front [+Z] (HDR)", 2D) = "grey" {}
- [NoScaleOffset] _BackTex("Back [-Z] (HDR)", 2D) = "grey" {}
- [NoScaleOffset] _LeftTex("Left [+X] (HDR)", 2D) = "grey" {}
- [NoScaleOffset] _RightTex("Right [-X] (HDR)", 2D) = "grey" {}
- [NoScaleOffset] _UpTex("Up [+Y] (HDR)", 2D) = "grey" {}
- [NoScaleOffset] _DownTex("Down [-Y] (HDR)", 2D) = "grey" {}
- }
-
- SubShader{
- Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
- Cull Off ZWrite Off
-
- CGINCLUDE
- #include "UnityCG.cginc"
-
- half4 _Tint;
- half _Exposure;
- float _Rotation;
- float3 _RotationAxis;
-
- 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;
- }
- float4x4 rotationMatrix(float3 axis, float angle)
- {
- axis = normalize(axis);
- float s = sin(angle);
- float c = cos(angle);
- float oc = 1.0 - c;
-
- return float4x4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
- oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
- oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
- 0.0, 0.0, 0.0, 1.0);
- }
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 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);
- float3 rotated = mul(rotationMatrix(normalize(_RotationAxis.xyz), _Rotation * UNITY_PI / 180.0), v.vertex).xyz;
- o.vertex = UnityObjectToClipPos(rotated);
- o.texcoord = v.texcoord;
- return o;
- }
- half4 skybox_frag(v2f i, sampler2D smp, half4 smpDecode)
- {
- half4 tex = tex2D(smp, i.texcoord);
- half3 c = DecodeHDR(tex, smpDecode);
- c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
- c *= _Exposure;
- return half4(c, 1);
- }
- ENDCG
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- sampler2D _FrontTex;
- half4 _FrontTex_HDR;
- half4 frag(v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
- ENDCG
- }
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- sampler2D _BackTex;
- half4 _BackTex_HDR;
- half4 frag(v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); }
- ENDCG
- }
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- sampler2D _LeftTex;
- half4 _LeftTex_HDR;
- half4 frag(v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); }
- ENDCG
- }
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- sampler2D _RightTex;
- half4 _RightTex_HDR;
- half4 frag(v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); }
- ENDCG
- }
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- sampler2D _UpTex;
- half4 _UpTex_HDR;
- half4 frag(v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); }
- ENDCG
- }
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- sampler2D _DownTex;
- half4 _DownTex_HDR;
- half4 frag(v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); }
- ENDCG
- }
- }
- }
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