NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/Internal-ConvertTexture.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/ConvertTexture" {
SubShader {
// Cubemap blit. Takes a face index.
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
samplerCUBE _MainTex;
float4 _MainTex_ST;
float _faceIndex;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
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) };
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) };
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float2 uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
uv = uv * 2 - 1;
int idx = (int)_faceIndex;
float3 transformU = faceU[idx];
float3 transformV = faceV[idx];
float3 n = cross(transformV, transformU);
o.texcoord = n + uv.x * transformU + uv.y * transformV;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return texCUBE(_MainTex, i.texcoord);
}
ENDCG
}
}
Fallback Off
}