forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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
 | 
						|
    }
 | 
						|
    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;
 | 
						|
 | 
						|
				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
 | 
						|
				{
 | 
						|
					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
 | 
						|
		}
 | 
						|
    }
 | 
						|
}
 |