Shader "Oculus/Cubemap Blit" {
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Properties{
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_MainTex("Base (RGB) Trans (A)", CUBE) = "white" {}
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_face("Face", Int) = 0
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_linearToSrgb("Perform linear-to-gamma conversion", Int) = 0
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_premultiply("Cubemap Blit", Int) = 0
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Pass{
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ZWrite Off
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ColorMask RGBA
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half3 cubedir : TEXCOORD0;
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};
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samplerCUBE _MainTex;
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float4 _MainTex_ST;
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int _face;
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int _linearToSrgb;
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int _premultiply;
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v2f vert (appdata_t va)
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{
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v2f vo;
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vo.vertex = UnityObjectToClipPos(va.vertex);
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//Face bases, assuming +x, -x, +z, -z, +y, -y with origin at bottom-left.
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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} };
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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} };
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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} };
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//Map the input UV to the corresponding face basis.
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vo.cubedir = o[_face] + 2.0*va.texcoord.x * u[_face] + 2.0*(1.0 - va.texcoord.y) * v[_face];
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return vo;
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}
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fixed4 frag (v2f vi) : COLOR
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{
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fixed4 col = texCUBE(_MainTex, vi.cubedir);
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if (_linearToSrgb)
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{
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float3 S1 = sqrt(col.rgb);
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float3 S2 = sqrt(S1);
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float3 S3 = sqrt(S2);
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col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb;
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}
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if (_premultiply)
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col.rgb *= col.a;
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return col;
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}
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ENDCG
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}
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}
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}
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