Shader "PXR_SDK/PXR_CubemapBlit" { Properties{ _MainTex("MainTex", CUBE) = "white" {} _d("Direction", Int) = 0 } SubShader{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass{ ZWrite Off ColorMask RGBA CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; half3 cubedir : TEXCOORD0; }; samplerCUBE _MainTex; int _d; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); float3 of[6] = { {1.0, -1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, 1.0, 1.0}, {-1.0, -1.0, -1.0}, {-1.0, -1.0, 1.0}, { 1.0, -1.0, -1.0} }; float3 uf[6] = { {0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, { 1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0} }; float3 vf[6] = { {0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0}, { 0.0, 0.0, -1.0}, { 0.0, 0.0, 1.0}, { 0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0} }; o.cubedir = of[_d] + 2.0 * v.texcoord.x * uf[_d] + 2.0 * (1.0 - v.texcoord.y) * vf[_d]; return o; } fixed4 frag(v2f v) : COLOR { fixed4 col = texCUBE(_MainTex, v.cubedir); return col; } ENDCG } } }