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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Copyright (c) 2015 Nora
- // Released under the MIT license
- // http://opensource.org/licenses/mit-license.php
- Shader "Theta/RealtimeEquirectangular1080p"
- {
- Properties
- {
- [NoScaleOffset] _MainTex("Texture", 2D) = "white" {}
- _UVOffset("UVOffset(Forward UV / Backward UV)", Vector) = (0.0, 0.0, 0.0, 0.0)
- [KeywordEnum(Theta S 1080p, Theta S, Theta, Insta360 Air)] _Mode("Mode", Int) = 0
- }
- SubShader
- {
- Tags{ "RenderType" = "Overlay" "Queue" = "Overlay" "ForceNoShadowCasting" = "True" }
- // Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" "ForceNoShadowCasting" = "True" }
- ZTest Always
- Cull Off
- ZWrite Off
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _MODE_THETA_S_1080P _MODE_THETA_S _MODE_THETA _MODE_INSTA360_AIR
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _UVOffset;
- #if defined(_MODE_THETA_S_1080P)
- #define _RADIUS 0.4425
- #define _TEXTURE_Y_OFFSET 0
- #define _TEXTURE_Y_SCALE (640.0 / 720.0)
- #define _FORWARD_ROTATION_DEGREE 0
- #define _BACKWARD_ROTATION_DEGREE 0
- #elif defined(_MODE_THETA_S)
- #define _RADIUS 0.445
- #define _TEXTURE_Y_OFFSET ((720.0 - 640.0) / 720.0)
- #define _TEXTURE_Y_SCALE (640.0 / 720.0)
- #define _FORWARD_ROTATION_DEGREE 0
- #define _BACKWARD_ROTATION_DEGREE 0
- #elif defined(_MODE_INSTA360_AIR)
- #define _INSTA360_AIR_SENSOR_ROTATION_DEGREE 4.0
- #define _RADIUS 0.47
- #define _TEXTURE_Y_OFFSET 0
- #define _TEXTURE_Y_SCALE 1
- #define _FORWARD_ROTATION_DEGREE (-90 + _INSTA360_AIR_SENSOR_ROTATION_DEGREE)
- #define _BACKWARD_ROTATION_DEGREE (90 + _INSTA360_AIR_SENSOR_ROTATION_DEGREE)
- #else
- #define _RADIUS 0.445
- #define _TEXTURE_Y_OFFSET 0
- #define _TEXTURE_Y_SCALE 1
- #define _FORWARD_ROTATION_DEGREE 0
- #define _BACKWARD_ROTATION_DEGREE 0
- #endif
- v2f vert (appdata v)
- {
- v2f o;
- // MVP行列を掛ける
- // mul(UNITY_MATRIX_MVP, v.vertex)と同じ処理だけどパフォーマンス良いらしい
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- // プラットフォームによる射影行列の違いを吸収
- o.uv.y *= _ProjectionParams.x;
- return o;
- }
- // 2次元変換行列 (3次元目は平行移動用に使う)
- float3x3 rotate_matrix_radian(float rot) {
- float sinX = sin(rot);
- float cosX = cos(rot);
- return float3x3(cosX, -sinX, 0, sinX, cosX, 0, 0, 0, 1);
- }
- // Scale/Rotate/Translate Matrix群
- float3x3 rotate_matrix_degree(float rot) {
- return rotate_matrix_radian(rot * UNITY_PI / 180.0);
- }
- float3x3 scale_matrix(float2 scale) {
- return float3x3(scale.x, 0, 0, 0, scale.y, 0, 0, 0, 1);
- }
- float3x3 scaleX_matrix(float x) {
- return float3x3(x, 0, 0, 0, 1, 0, 0, 0, 1);
- }
- float3x3 scaleY_matrix(float y) {
- return float3x3(1, 0, 0, 0, y, 0, 0, 0, 1);
- }
- float3x3 translate_matrix(float2 vec) {
- return float3x3(1, 0, 0, 0, 1, 0, vec.x, vec.y, 1);
- }
- float3x3 translateX_matrix(float x) {
- return float3x3(1, 0, 0, 0, 1, 0, x, 0, 1);
- }
- float3x3 translateY_matrix(float y) {
- return float3x3(1, 0, 0, 0, 1, 0, 0, y, 1);
- }
- float3x3 texture_matrix3() {
- float3x3 mat = float3x3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- mat = mul(mat, scaleY_matrix(_TEXTURE_Y_SCALE));
- mat = mul(mat, translateY_matrix(_TEXTURE_Y_OFFSET));
- return mat;
- }
- // forward用変換行列
- // (0,0)を中心として半径1の範囲の座標、をテクスチャ座標に変換するmatrix
- // 計算量多いようだが、すべてコンパイル時に解決されるはず。
- float3x3 forward_matrix3() {
- float3x3 mat = float3x3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- mat = mul(mat, rotate_matrix_degree(_FORWARD_ROTATION_DEGREE));
- mat = mul(mat, translate_matrix(float2(0.5, 0.5)));
- // 裏側なので逆方向にする
- mat = mul(mat, scaleX_matrix(-1));
- mat = mul(mat, translateX_matrix(1));
- // XのUV幅は半分なので x0.5
- mat = mul(mat, scaleX_matrix(0.5));
- // オフセット
- mat = mul(mat, translate_matrix(_UVOffset.yx));
- mat = mul(mat, texture_matrix3());
- return mat;
- }
- // backward用変換行列
- // (0,0)を中心として半径1の範囲の座標、をテクスチャ座標に変換するmatrix
- // 計算量多いようだが、すべてコンパイル時に解決されるはず。
- float3x3 backward_matrix3() {
- float3x3 mat = float3x3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- mat = mul(mat, rotate_matrix_degree(_BACKWARD_ROTATION_DEGREE));
- mat = mul(mat, translate_matrix(float2(0.5, 0.5)));
- // 片目分のUV幅は半分なので x0.5
- mat = mul(mat, scaleX_matrix(0.5));
- // 右側なので +0.5
- mat = mul(mat, translateX_matrix(0.5));
- // Y逆方向
- mat = mul(mat, scaleY_matrix(-1));
- mat = mul(mat, translateY_matrix(1));
- // オフセット
- mat = mul(mat, translate_matrix(_UVOffset.wz));
- mat = mul(mat, texture_matrix3());
- return mat;
- }
- float2 convert_for_forward(float2 st) {
- return mul(float3(st.x, st.y, 1), forward_matrix3()).xy;
- }
- float2 convert_for_backward(float2 st) {
- return mul(float3(st.x, st.y, 1), backward_matrix3()).xy;
- }
- float4 frag(v2f i) : SV_Target
- {
- // float2 revUV = i.uv;
- float2 revUV = float2(i.uv.x, 1.0 - i.uv.y); // THETAの画像そのままだと上下が入れ替わってしまうので対策
- if (i.uv.x <= 0.5) {
- revUV.x = 1.0 - revUV.x * 2.0;
- }
- else {
- revUV.x = 1.0 - (revUV.x - 0.5) * 2.0;
- }
- revUV *= UNITY_PI;
- float3 p = float3(cos(revUV.x), cos(revUV.y), sin(revUV.x));
- p.xz *= sqrt(1.0 - p.y * p.y);
- float r = 1.0 - asin(p.z) / (UNITY_PI / 2.0);
- float2 st = float2(p.y, p.x);
- st *= r / sqrt(1.0 - p.z * p.z);
- st *= _RADIUS;
- // stは (0,0)を中心としたFisheye座標
- float4 col;
- if (i.uv.x <= 0.5)
- { // 後
- st = convert_for_backward(st);
- #if !defined(SHADER_API_OPENGL)
- col = tex2Dlod(_MainTex, float4(st, 0.0, 0.0));
- #else // Memo: OpenGL not supported tex2Dlod.( Texture should be setting to generateMipMap = off. )
- col = tex2D(_MainTex, st);
- #endif
- }
- else {
- // 前
- st = convert_for_forward(st);
- #if !defined(SHADER_API_OPENGL)
- col = tex2Dlod(_MainTex, float4(st, 0.0, 0.0));
- #else // Memo: OpenGL not supported tex2Dlod.( Texture should be setting to generateMipMap = off. )
- col = tex2D(_MainTex, st);
- #endif
- }
- return col;
- }
- ENDCG
- }
- }
- }
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