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- 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
- }
-
- }
- }
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