ArabDesert/Assets/Bakery/ftCubemap2Strip.shader

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Shader "Hidden/ftCubemap2Strip"
{
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;
float gammaMode;
fixed4 frag (v2f i) : SV_Target
{
float3 vec;
int quad = floor(i.uv.x * 6);
float2 st = frac(i.uv * float2(6,1)) * 2.0 - 1.0;
st.x = -st.x;
//st.y = -st.y;
if (quad == 0) {
vec = float3(1, -st.y, st.x);
} else if (quad == 1) {
vec = float3(-1, -st.y, -st.x);
} else if (quad == 2) {
vec = float3(-st.y, 1, -st.x);
} else if (quad == 3) {
vec = float3(-st.y, -1, st.x);
} else if (quad == 4) {
vec = float3(-st.x, -st.y, 1);
} else {
vec = float3(st.x, -st.y, -1);
}
vec = -vec;
float4 col = texCUBE(_MainTex, vec);
if (gammaMode > 0.5f) col.rgb = pow(col.rgb, 2.2f);
return col;
}
ENDCG
}
}
}