ArabDesert/Assets/Bakery/ftCubemap2StripExport.shader

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2024-05-25 09:10:35 +03:00
Shader "Hidden/ftCubemap2StripExport"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
#if UNITY_UV_STARTS_AT_TOP
o.uv.y = 1-o.uv.y;
#endif
return o;
}
samplerCUBE _MainTex;
float4x4 transform;
float4 isLinear_isDoubleLDR;
float4 frag (v2f i) : SV_Target
{
float face = floor(i.uv.y * 6.0f);
i.uv.y = frac(i.uv.y * 6.0f);
float2 st = i.uv * 2.0f - 1.0f;
float3 vec;
if (face == 0.0f) {
vec = float3(1, -st.y, st.x);
} else if (face == 1.0f) {
vec = float3(-1, -st.y, -st.x);
} else if (face == 2.0f) {
vec = float3(-st.y, 1, -st.x);
} else if (face == 3.0f) {
vec = float3(-st.y, -1, st.x);
} else if (face == 4.0f) {
vec = float3(-st.x, -st.y, 1);
} else {
vec = float3(st.x, -st.y, -1);
}
vec = mul((float3x3)transform, normalize(vec));
float4 color = texCUBE(_MainTex, vec);
if (isLinear_isDoubleLDR.x < 0.5f) color.rgb = pow(color.rgb, 2.2f);
if (isLinear_isDoubleLDR.y > 0.5f) color.rgb *= 4.59f;
return color;
}
ENDCG
}
}
}