forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			127 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Unlit/6 Sided" {
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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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    [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 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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    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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        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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} |