// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/InsideSphere" { Properties { _MainTex ("Texture", 2D) = "white" {} [KeywordEnum(None, Top_Bottom, Left_Right)] Stereo ("Stereo Mode", Float) = 0 [Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0 [Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } ZWrite On ZTest Always Cull Front Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag //#define STEREO_DEBUG 1 //#define HIGH_QUALITY 1 #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT #pragma multi_compile STEREO_DEBUG_OFF STEREO_DEBUG #pragma multi_compile HIGH_QUALITY_OFF HIGH_QUALITY struct appdata { float4 vertex : POSITION; // vertex position #if HIGH_QUALITY float3 normal : NORMAL; #else float2 uv : TEXCOORD0; // texture coordinate #endif }; struct v2f { float4 vertex : SV_POSITION; // clip space position #if HIGH_QUALITY float3 normal : TEXCOORD0; #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset : TEXCOORD1; // texture coordinate #endif #else float2 uv : TEXCOORD0; // texture coordinate #endif #if STEREO_DEBUG float4 tint : COLOR; #endif }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float3 _cameraPosition; bool DetermineEye() { #ifdef UNITY_SINGLE_PASS_STEREO // Unity 5.4 has this new variable return (unity_StereoEyeIndex == 0); #else // _cameraPosition is the camera positon passed in from Unity via script // We need to determine whether _WorldSpaceCameraPos (Unity shader variable) is to the left or to the right of _cameraPosition float3 right = UNITY_MATRIX_V[0].xyz; float dRight = distance(_cameraPosition + right, _WorldSpaceCameraPos); float dLeft = distance(_cameraPosition - right, _WorldSpaceCameraPos); return (dRight > dLeft); #endif } #if STEREO_DEBUG float4 GetStereoDebugTint(bool isLeftEye) { float4 tint = 1; #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 leftEyeColor = float4(0, 1, 0, 1); // green float4 rightEyeColor = float4(1, 0, 0, 1); // red if (isLeftEye) { tint = leftEyeColor; } else { tint = rightEyeColor; } #endif #if UNITY_UV_STARTS_AT_TOP tint.b = 0.5; #endif return tint; } #endif #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 GetStereoScaleOffset(bool isLeftEye) { float2 scale = 1; float2 offset = 0; // Top-Bottom #if STEREO_TOP_BOTTOM scale.y = 0.5; offset.y = 0.0; if (!isLeftEye) { offset.y = 0.5; } // UNITY_UV_STARTS_AT_TOP is for directx #if !UNITY_UV_STARTS_AT_TOP //offset.y = 0.5 - offset.y; #endif // Left-Right #elif STEREO_LEFT_RIGHT scale.x = 0.5; offset.x = 0.0; if (!isLeftEye) { offset.x = 0.5; } #endif return float4(scale, offset); } #endif v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #if !HIGH_QUALITY o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); o.uv.xy = float2(1-o.uv.x, o.uv.y); #endif #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(DetermineEye()); #if !HIGH_QUALITY o.uv.xy *= scaleOffset.xy; o.uv.xy += scaleOffset.zw; #else o.scaleOffset = scaleOffset; #endif #endif #if HIGH_QUALITY o.normal = v.normal; #endif #if STEREO_DEBUG o.tint = GetStereoDebugTint(DetermineEye()); #endif return o; } fixed4 frag (v2f i) : SV_Target { float2 uv; #if HIGH_QUALITY float3 n = normalize(i.normal); float M_1_PI = 1.0 / 3.1415926535897932384626433832795; float M_1_2PI = 1.0 / 6.283185307179586476925286766559; uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI; uv.y = 0.5 - asin(-n.y) * M_1_PI; uv.x += 0.75; uv.x = uv.x % 1.0; uv.xy = TRANSFORM_TEX(uv, _MainTex); #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT uv.xy *= i.scaleOffset.xy; uv.xy += i.scaleOffset.zw; #endif #else uv = i.uv; #endif fixed4 col = tex2D(_MainTex, uv); #if STEREO_DEBUG col *= i.tint; #endif return fixed4(col.rgb, 1.0); } ENDCG } } }