// Originally By James O'Hare, from his Gist: https://gist.github.com/Farfarer/5664694 // This takes in the cubemap generated by your cubemap camera and feeds back out an equirectangular image. // Create a new material and give it this shader. Then give that material to the "cubemapToEquirectangularMateral" property of the dynamicAmbient.js script in this gist. // You could probably abstract this to C#/JS code and feed it in a pre-baked cubemap to sample and then spit out an equirectangular map if you don't have render textures. Shader "Hidden/CubemapToEquirectangular" { Properties { _MainTex ("Cubemap (RGB)", CUBE) = "" {} // _Face_Left ("_Face_Left", 2D) = "white" {} _Face_Right ("_Face_Right", 2D) = "white" {} _Face_Up ("_Face_Up", 2D) = "white" {} _Face_Down ("_Face_Down", 2D) = "white" {} _Face_Front ("_Face_Front", 2D) = "white" {} _Face_Back ("_Face_Back", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; #ifndef USE_BLENDING uniform samplerCUBE _MainTex; #else uniform sampler2D _Face_Left; uniform sampler2D _Face_Right; uniform sampler2D _Face_Up; uniform sampler2D _Face_Down; uniform sampler2D _Face_Front; uniform sampler2D _Face_Back; uniform float _inverseOverlap; #endif uniform float _FlipX; #define PI 3.141592653589793 #define HALFPI 1.57079632679 v2f vert(appdata v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); #if STEREOPACK_TOP o.pos.y = (o.pos.y / 2.0) - 0.5; #elif STEREOPACK_BOTTOM o.pos.y = (o.pos.y / 2.0) + 0.5; #elif STEREOPACK_LEFT o.pos.x = (o.pos.x / 2.0) - 0.5; #elif STEREOPACK_RIGHT o.pos.x = (o.pos.x / 2.0) + 0.5; #endif float2 uv = v.texcoord.xy; if (_FlipX > 0.5) { uv.x = 1.0 - uv.x; } #if defined(LAYOUT_EQUIRECT180) uv = uv * float2(1.0, 2.0) - float2(0.0, 1.0); #else uv = uv * 2.0 - float2(0.5, 1.0); #endif uv *= float2(PI, HALFPI); o.uv = uv; return o; } #if USE_BLENDING fixed4 texCUBE_Face(sampler2D tex, float3 normal, float inverseOverlap = 1.0f) { float2 original = (normal.xy * (inverseOverlap / normal.z)); float2 weight = smoothstep(1.0f, inverseOverlap, abs(original)); float2 uv = ((original + 1.0f) * 0.5f); uv.y = (1.0f - uv.y); fixed4 colour; // RJT TODO: Better blending? colour.a = /*length(weight);*/min(weight.x, weight.y); colour.rgb = (tex2D(tex, uv) * colour.a); return colour; } #endif fixed4 frag(v2f i) : COLOR { float cosy = cos(i.uv.y); float3 normal; normal.x = cos(i.uv.x) * cosy; normal.y = i.uv.y; normal.z = cos(i.uv.x - HALFPI) * cosy; #ifndef USE_BLENDING return texCUBE(_MainTex, /*normalize*/(normal)); #else fixed4 colour; float3 absNormal = abs(normal); #if 0 // Individual faces, no blending if ((absNormal.y <= absNormal.x) && (absNormal.z <= absNormal.x)) // X { float3 _normal = float3((normal.z * -sign(normal.x)), normal.y, absNormal.x); if (normal.x < 0.0f) { colour = texCUBE_Face(_Face_Left, _normal); } else { colour = texCUBE_Face(_Face_Right, _normal); } } else if (absNormal.z <= absNormal.y) // Y { float3 _normal = float3(normal.x, (normal.z * -sign(normal.y)), absNormal.y); if (normal.y < 0.0f) { colour = texCUBE_Face(_Face_Down, _normal); } else { colour = texCUBE_Face(_Face_Up, _normal); } } else // Z { float3 _normal = float3((normal.x * sign(normal.z)), normal.y, absNormal.z); if (normal.z < 0.0f) { colour = texCUBE_Face(_Face_Back, _normal); } else { colour = texCUBE_Face(_Face_Front, _normal); } } #else // Individual faces, with blending colour = fixed4(0.0f, 0.0f, 0.0f, 0.0f); float3 originalAbsNormal = (absNormal * _inverseOverlap); if ((originalAbsNormal.y <= absNormal.x) && (originalAbsNormal.z <= absNormal.x)) // X { float3 _normal = float3((normal.z * -sign(normal.x)), normal.y, absNormal.x); if (normal.x < 0.0f) { colour += texCUBE_Face(_Face_Left, _normal, _inverseOverlap); } else { colour += texCUBE_Face(_Face_Right, _normal, _inverseOverlap); } } if ((originalAbsNormal.x <= absNormal.y) && (originalAbsNormal.z <= absNormal.y)) // Y { float3 _normal = float3(normal.x, (normal.z * -sign(normal.y)), absNormal.y); if (normal.y < 0.0f) { colour += texCUBE_Face(_Face_Down, _normal, _inverseOverlap); } else { colour += texCUBE_Face(_Face_Up, _normal, _inverseOverlap); } } if ((originalAbsNormal.x <= absNormal.z) && (originalAbsNormal.y <= absNormal.z)) // Z { float3 _normal = float3((normal.x * sign(normal.z)), normal.y, absNormal.z); if (normal.z < 0.0f) { colour += texCUBE_Face(_Face_Back, _normal, _inverseOverlap); } else { colour += texCUBE_Face(_Face_Front, _normal, _inverseOverlap); } } colour.rgb /= colour.a; #endif colour.a = 1.0; return colour; #endif // #ifndef USE_BLENDING #else } ENDCG Subshader { ZTest Always Cull Off ZWrite Off Fog{ Mode off } Pass { CGPROGRAM #pragma shader_feature USE_BLENDING #pragma multi_compile __ STEREOPACK_TOP STEREOPACK_BOTTOM STEREOPACK_LEFT STEREOPACK_RIGHT #pragma multi_compile LAYOUT_EQUIRECT360 LAYOUT_EQUIRECT180 #pragma vertex vert #pragma fragment frag ENDCG } } Fallback Off }