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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "UMP/Equirectangular"
- {
- Properties
- {
- _MainTex("Video Texture", 2D) = "gray" {}
- _Color("Tint", Color) = (1,1,1,1)
- _Rotation("Rotation", Float) = 0
- }
-
- SubShader
- {
- Pass
- {
- Tags{ "LightMode" = "Always" }
- Cull Front
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma glsl
- #pragma target 3.0
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float3 normal : TEXCOORD0;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.normal = v.normal;
- return o;
- }
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- float _Rotation;
- inline float2 RadialCoords(float3 a_coords)
- {
- const float Deg2Rad = (UNITY_PI * 2.0) / 360.0;
- float rotationRadians = _Rotation * Deg2Rad;
- float3 a_coords_n = normalize(a_coords);
- float lon = -atan2(a_coords_n.z, a_coords_n.x) + rotationRadians;
- float lat = acos(a_coords_n.y);
- float2 sphereCoords = float2(lon, lat) * (1.0 / UNITY_PI);
- return float2(sphereCoords.x * 0.5 + 0.5, 1 - sphereCoords.y);
- }
- float4 frag(v2f IN) : COLOR
- {
- float2 equiUV = TRANSFORM_TEX(RadialCoords(IN.normal), _MainTex);
- return tex2D(_MainTex, equiUV) * _Color;
- }
- ENDCG
- }
- }
- FallBack "VertexLit"
- }
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