Health/Assets/UVC4UnityAndroidPlugin/Samples/Shaders/ThetaRealtimeEquirectangula...

220 lines
6.6 KiB
GLSL

// 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
}
}
}