// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Skybox/6 Sided - Arbitrary Rotation" {
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Properties{
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_Tint("Tint Color", Color) = (.5, .5, .5, .5)
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[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
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_Rotation("Rotation", Range(0, 360)) = 0
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_RotationAxis("Rotation axis", Vector) = (0, 1, 0)
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[NoScaleOffset] _FrontTex("Front [+Z] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _BackTex("Back [-Z] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _LeftTex("Left [+X] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _RightTex("Right [-X] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _UpTex("Up [+Y] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _DownTex("Down [-Y] (HDR)", 2D) = "grey" {}
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}
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SubShader{
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Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
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Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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half4 _Tint;
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half _Exposure;
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float _Rotation;
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float3 _RotationAxis;
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float3 RotateAroundYInDegrees(float3 vertex, float degrees)
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{
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float alpha = degrees * UNITY_PI / 180.0;
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float sina, cosa;
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sincos(alpha, sina, cosa);
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float2x2 m = float2x2(cosa, -sina, sina, cosa);
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return float3(mul(m, vertex.xz), vertex.y).xzy;
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}
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float4x4 rotationMatrix(float3 axis, float angle)
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{
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axis = normalize(axis);
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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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,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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//float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
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float3 rotated = mul(rotationMatrix(normalize(_RotationAxis.xyz), _Rotation * UNITY_PI / 180.0), v.vertex).xyz;
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o.vertex = UnityObjectToClipPos(rotated);
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o.texcoord = v.texcoord;
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return o;
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}
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half4 skybox_frag(v2f i, sampler2D smp, half4 smpDecode)
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{
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half4 tex = tex2D(smp, i.texcoord);
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half3 c = DecodeHDR(tex, smpDecode);
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c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
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c *= _Exposure;
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return half4(c, 1);
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}
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ENDCG
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _FrontTex;
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half4 _FrontTex_HDR;
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half4 frag(v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _BackTex;
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half4 _BackTex_HDR;
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half4 frag(v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _LeftTex;
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half4 _LeftTex_HDR;
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half4 frag(v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _RightTex;
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half4 _RightTex_HDR;
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half4 frag(v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _UpTex;
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half4 _UpTex_HDR;
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half4 frag(v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _DownTex;
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half4 _DownTex_HDR;
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half4 frag(v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); }
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ENDCG
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}
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}
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}
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