You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
208 lines
4.6 KiB
208 lines
4.6 KiB
// 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 |
|
} |
|
} |
|
} |