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Fisheye.shader
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Fisheye.shader
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Shader "BASICxSHADER/PostEffect/Fisheye" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Fisheye ("Fisheye", Range (0, 1)) = 1
}
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define INV_PI 0.31830988618f
// Properties
uniform sampler2D _MainTex;
uniform half _Fisheye;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Fisheye
float2 uv = i.uv * 2.0 - 1.0;
float d = length(uv);
float z = sqrt(1.0 - d * d);
float r = atan2(d, z) * INV_PI;
float theta = atan2(uv.y, uv.x);
uv = r * float2(cos(theta), sin(theta)) * _Fisheye + 0.5;
// Mask
fixed4 color = tex2D(_MainTex, uv);
color.rgb *= step(d, 1.0);
return color;
}
ENDCG
}
}
}