我想修复我的360照片在一个球。正如你所看到的,它看起来打破了当我把照片在我的球。我也想保持在我的球透明度(见窗口。)所以也许着色器应该包括透明度,有人知道如何编码吗?my sphere
eufgjt7s1#
Shader "Custom/Equirectangular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {} } SubShader{ Pass { Tags {"LightMode" = "Always"} Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma glsl #pragma target 3.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 normal : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.normal = v.normal; return o; } sampler2D _MainTex; #define PI 3.141592653589793 inline float2 RadialCoords(float3 a_coords) { float3 a_coords_n = normalize(a_coords); float lon = atan2(a_coords_n.z, a_coords_n.x); float lat = acos(a_coords_n.y); float2 sphereCoords = float2(lon, lat) * (1.0 / PI); return float2(1 - (sphereCoords.x * 0.5 + 0.5), 1 - sphereCoords.y); } float4 frag(v2f IN) : COLOR { float2 equiUV = RadialCoords(IN.normal); return tex2D(_MainTex, equiUV); } ENDCG } } FallBack "VertexLit"
}
rks48beu2#
Shader "Custom/Equirectangular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {} } SubShader{ Pass { Tags {"LightMode" = "Always" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma glsl #pragma target 3.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 normal : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.normal = v.normal; return o; } sampler2D _MainTex; #define PI 3.141592653589793 inline float2 RadialCoords(float3 a_coords) { float3 a_coords_n = normalize(a_coords); float lon = atan2(a_coords_n.z, a_coords_n.x); float lat = acos(a_coords_n.y); float2 sphereCoords = float2(lon, lat) * (1.0 / PI); return float2(1 - (sphereCoords.x * 0.5 + 0.5), 1 - sphereCoords.y); } float4 frag(v2f IN) : COLOR { float2 equiUV = RadialCoords(IN.normal); return tex2D(_MainTex, equiUV); } ENDCG } } FallBack "VertexLit"
2条答案
按热度按时间eufgjt7s1#
}
rks48beu2#
}