zoukankan      html  css  js  c++  java
  • Unity FisheyeShader using Spherical Mapping

    Shader "Hidden/FisheyeShader" {
    Properties {
    _MainTex ("Base (RGB)", 2D) = "" {}
    }

    // Shader code pasted into all further CGPROGRAM blocks
    CGINCLUDE

    #include "UnityCG.cginc"

    struct v2f {
    float4 pos : POSITION;
    float2 uv : TEXCOORD0;
    };

    sampler2D _MainTex;

    float2 intensity;

    v2f vert( appdata_img v )
    {
    v2f o;
    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    o.uv = v.texcoord.xy;
    return o;
    }

    half4 frag(v2f i) : COLOR
    {
    half2 coords = i.uv;
    coords = (coords - 0.5) * 2.0;

    float d = length(coords);
    float z = sqrt(1.0 - d * d) * intensity.x;
    float r = atan2(d, z);
    float phi = atan2(coords.y, coords.x);

    coords.x = r * cos(phi) + 1;
    coords.y = r * sin(phi) + 1;

    half4 color = tex2D (_MainTex, coords * 0.5);

    return color;
    }

    ENDCG

    Subshader {
    Pass {
    ZTest Always Cull Off ZWrite Off
    Fog { Mode off }

    CGPROGRAM
    #pragma fragmentoption ARB_precision_hint_fastest
    #pragma vertex vert
    #pragma fragment frag
    ENDCG
    }

    }

    Fallback off

    } // shader

  • 相关阅读:
    uva 10192 Vacation(最长公共子)
    SolrCloud应用简介
    2015第43周一solr相关概念
    2015第42周日
    2015第42周六Pgsql全文索引
    Java注解
    2015第42周四
    2015第42周三
    JS原型函数相关基础知识
    2015第42周一爬虫与反爬虫
  • 原文地址:https://www.cnblogs.com/bearworks/p/5344850.html
Copyright © 2011-2022 走看看