60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/ConvertTexture" {
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SubShader {
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// Cubemap blit. Takes a face index.
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Pass {
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ZTest Always Cull Off ZWrite Off
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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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#include "UnityCG.cginc"
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samplerCUBE _MainTex;
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float4 _MainTex_ST;
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float _faceIndex;
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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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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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};
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static const float3 faceU[6] = { float3(0, 0, -1), float3(0, 0, 1), float3(1, 0, 0), float3(1, 0, 0), float3(1, 0, 0), float3(-1, 0, 0) };
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static const float3 faceV[6] = { float3(0, -1, 0), float3(0, -1, 0), float3(0, 0, 1), float3(0, 0, -1), float3(0, -1, 0), float3(0, -1, 0) };
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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float2 uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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uv = uv * 2 - 1;
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int idx = (int)_faceIndex;
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float3 transformU = faceU[idx];
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float3 transformV = faceV[idx];
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float3 n = cross(transformV, transformU);
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o.texcoord = n + uv.x * transformU + uv.y * transformV;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return texCUBE(_MainTex, i.texcoord);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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