Shader "Hidden/SRP/BlitCubeTextureFace" { SubShader { // Cubemap blit. Takes a face index. Pass { ZTest Always ZWrite Off Cull Off HLSLPROGRAM #pragma prefer_hlslcc gles #include "CoreRP/ShaderLibrary/Common.hlsl" #pragma vertex vert #pragma fragment frag #pragma target 3.0 TEXTURECUBE(_InputTex); SAMPLER(sampler_InputTex); float _FaceIndex; float _LoD; struct Attributes { uint vertexID : VERTEXID_SEMANTIC; }; struct Varyings { float4 positionCS : SV_POSITION; float3 texcoord : TEXCOORD0; }; static const float3 faceU[6] = { float3(0, 0, -1), float3(0, 0, 1), float3(1, 0, 0), float3(1, 0, 0), float3(1, 0, 0), float3(-1, 0, 0) }; static const float3 faceV[6] = { float3(0, -1, 0), float3(0, -1, 0), float3(0, 0, 1), float3(0, 0, -1), float3(0, -1, 0), float3(0, -1, 0) }; Varyings vert (Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); float2 uv = GetFullScreenTriangleTexCoord(input.vertexID); uv = uv * 2 - 1; int idx = (int)_FaceIndex; float3 transformU = faceU[idx]; float3 transformV = faceV[idx]; float3 n = cross(transformV, transformU); output.texcoord = n + uv.x * transformU + uv.y * transformV; return output; } float4 frag (Varyings input) : SV_Target { return SAMPLE_TEXTURECUBE_LOD(_InputTex, sampler_InputTex, input.texcoord, _LoD); } ENDHLSL } } Fallback Off }