| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156 | 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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