Shader "AVProVideo/Skybox/3x2 Cube" { 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; } 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; float2 texcoord : TEXCOORD0; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_OUTPUT_STEREO #endif #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT #if STEREO_DEBUG float4 tint : COLOR; #endif #endif }; static const float onehalf = 1.0 / 2.0; static const float onethird = 1.0 / 3.0; static const float twothird = 2.0 / 3.0; static const float exp_coeff = 1.01; static const float2 face_scale = float2(onethird, onehalf); v2f sb_vert(appdata_t v, float2 face_offset) { v2f o; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endif float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation); o.vertex = XFormObjectToClip(float4(rotated, 0.0)); // Remap texcoords for the cubemap face with the offset passed in. float2 t = _MainTex_TexelSize.wz * face_scale; float2 p = (floor((t * exp_coeff) - t) / t) * 0.5; float2 hp = p * 0.5; float2 of = face_offset + hp; float2 s = face_scale - p; float2 uv = v.texcoord * s + of; o.texcoord = TRANSFORM_TEX(uv, _MainTex); #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0); o.texcoord *= scaleOffset.xy; o.texcoord += scaleOffset.zw; #if STEREO_DEBUG o.tint = GetStereoDebugTint(IsStereoEyeLeft()); #endif #endif return o; } half4 frag(v2f i) : SV_Target { half4 tex; #if USE_YPCBCR tex = SampleYpCbCr(_MainTex, _ChromaTex, i.texcoord, _YpCbCrTransform); #else tex = SampleRGBA(_MainTex, i.texcoord); #endif half3 c = tex.rgb; //c = DecodeHDR(tex, _MainTex_HDR); //c = c * _Tint.rgb * 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 // Front { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 v2f vert(appdata_t v) { return sb_vert(v, float2(onethird, 0)); } ENDCG } Pass // Back { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 v2f vert(appdata_t v) { return sb_vert(v, float2(twothird, 0)); } ENDCG } Pass // Right { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 v2f vert(appdata_t v) { return sb_vert(v, float2(0, onehalf)); } ENDCG } Pass // Left { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 v2f vert(appdata_t v) { return sb_vert(v, float2(onethird, onehalf)); } ENDCG } Pass // Top { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 v2f vert(appdata_t v) { return sb_vert(v, float2(twothird, onehalf)); } ENDCG } Pass // Bottom { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 v2f vert(appdata_t v) { return sb_vert(v, float2(0, 0)); } ENDCG } } }