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 _flip("Y-Flip", 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; int _flip; 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 { #if SHADER_API_D3D11 if (_flip) { vi.cubedir = vi.cubedir * -1.0f; } #endif 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 } } }