您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
66 行
1.9 KiB
66 行
1.9 KiB
Shader "Hidden/SRP/BlitCubeTextureFace"
|
|
{
|
|
SubShader
|
|
{
|
|
// Cubemap blit. Takes a face index.
|
|
Pass
|
|
{
|
|
|
|
ZTest Always
|
|
ZWrite Off
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#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 : SV_VertexID;
|
|
};
|
|
|
|
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
|
|
}
|