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@partybusiness
Last active January 25, 2021 02:46
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Shader "Unlit/CubeMaterial"
{
Properties
{
_Cube("Cubemap", CUBE) = "" {}
}
SubShader
{
Tags {
"RenderType"="Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float3 pos : TEXCOORD0;
float4 vertex : SV_POSITION;
};
samplerCUBE _Cube;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.pos = v.vertex.xyz*fixed3(-1, 1, 1); //mirror
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 pos = normalize(i.pos);
fixed4 col = texCUBE(_Cube, pos);
return col;
}
ENDCG
}
}
}
Shader "Unlit/Equirectangular"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DeltaMult ("Delta Mult", float) = 0.4
}
SubShader
{
Tags {
"RenderType"="Opaque"
"DisableBatching"="True"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 pos : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _DeltaMult;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.pos = v.vertex.xyz;
o.uv = v.uv*_DeltaMult; //just used for deltas
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//calculate the uvs from object vertex position
fixed3 pos = normalize(i.pos);
fixed2 uv = fixed2(-atan2(pos.x, pos.z)/ 6.28318 -0.25, asin(pos.y)/3.14159+0.5);
fixed4 col = tex2D(_MainTex, uv, ddx(i.uv), ddy(i.uv));
return col;
}
ENDCG
}
}
}
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