Shader "AVProVideo/Skybox/Sphere" { Properties { _Tint ("Tint Color", Color) = (.5, .5, .5, .5) [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 _Rotation ("Rotation", Range(0, 360)) = 0 [NoScaleOffset] _MainTex ("MainTex (HDR)", 2D) = "grey" { } [NoScaleOffset] _ChromaTex ("Chroma", 2D) = "grey" { } [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0 [Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0 [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 [Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0 } SubShader { Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } Cull Off ZWrite Off CGINCLUDE // TODO: replace use multi_compile_local instead (Unity 2019.1 feature) #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV #pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT #pragma multi_compile __ STEREO_DEBUG #pragma multi_compile __ APPLY_GAMMA #pragma multi_compile __ USE_YPCBCR #include "UnityCG.cginc" #include "AVProVideo.cginc" half4 _Tint; half _Exposure; float _Rotation; sampler2D _MainTex; float4 _MainTex_TexelSize; half4 _MainTex_HDR; float4 _MainTex_ST; #if USE_YPCBCR sampler2D _ChromaTex; float4x4 _YpCbCrTransform; #endif float3 RotateAroundYInDegrees (float3 vertex, float degrees) { const float CONST_PI = 3.14159265359f; float alpha = degrees * CONST_PI / 180.0; float sina, cosa; sincos(alpha, sina, cosa); float2x2 m = float2x2(cosa, -sina, sina, cosa); return float3(mul(m, vertex.xz), vertex.y).xzy; } inline float2 ToRadialCoords(float3 coords) { const float CONST_PI = 3.14159265359f; float3 normalizedCoords = normalize(coords); float latitude = acos(normalizedCoords.y); float longitude = atan2(normalizedCoords.z, normalizedCoords.x); float2 sphereCoords = float2(longitude, latitude) * float2(0.5/CONST_PI, 1.0/CONST_PI); float2 radial = float2(0.5,1.0) - sphereCoords; radial.x += 0.25; radial.x = fmod(radial.x, 1.0); return radial; } struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 vertex : SV_POSITION; float3 texcoord : TEXCOORD0; #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset : TEXCOORD1; #if STEREO_DEBUG float4 tint : COLOR; #endif #endif #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_OUTPUT_STEREO #endif }; v2f sb_vert(appdata_t v) { v2f o; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_SETUP_INSTANCE_ID(v); // calculates and sets the built-n unity_StereoEyeIndex and unity_InstanceID Unity shader variables to the correct values based on which eye the GPU is currently rendering UNITY_INITIALIZE_OUTPUT(v2f, o); // initializes all v2f values to 0 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // tells the GPU which eye in the texture array it should render to #endif float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation); o.vertex = XFormObjectToClip(float4(rotated, 0.0)); o.texcoord = v.vertex.xyz; #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT o.scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0); #if STEREO_DEBUG o.tint = GetStereoDebugTint(IsStereoEyeLeft()); #endif #endif return o; } half4 frag(v2f i) : SV_Target { float2 tc = ToRadialCoords(i.texcoord); #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT tc.xy *= i.scaleOffset.xy; tc.xy += i.scaleOffset.zw; #endif tc = TRANSFORM_TEX(tc, _MainTex); half4 tex; #if USE_YPCBCR tex = SampleYpCbCr(_MainTex, _ChromaTex, tc, _YpCbCrTransform); #else tex = SampleRGBA(_MainTex, tc); #endif half3 c = tex; //c = DecodeHDR(tex, _MainTex_HDR); //c = c * _Tint.rgb; ///c = c * unity_ColorSpaceDouble.rgb; c *= _Exposure; #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT #if STEREO_DEBUG c *= i.tint; #endif #endif return half4(c, 1.0); } ENDCG Pass // Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 v2f vert(appdata_t v) { return sb_vert(v); } ENDCG } } }