Added Unity project files

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2026-06-07 16:58:24 +01:00
parent 3cc05d260b
commit 23bbcab156
3942 changed files with 453676 additions and 0 deletions

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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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Shader "VRChat/Panosphere" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
[MaterialToggle] _StereoEnabled ("Stereo Enabled", Float ) = 0
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
float2 StereoPanoProjection( float3 coords ){
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float2 sphereCoords = float2(longitude, latitude) * float2(0.5/UNITY_PI, 1.0/UNITY_PI);
sphereCoords = float2(0.5,1.0) - sphereCoords;
return (sphereCoords + float4(0, 1-unity_StereoEyeIndex,1,0.5).xy) * float4(0, 1-unity_StereoEyeIndex,1,0.5).zw;
}
float2 MonoPanoProjection( float3 coords ){
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float2 sphereCoords = float2(longitude, latitude) * float2(1.0/UNITY_PI, 1.0/UNITY_PI);
sphereCoords = float2(1.0,1.0) - sphereCoords;
return (sphereCoords + float4(0, 1-unity_StereoEyeIndex,1,1.0).xy) * float4(0, 1-unity_StereoEyeIndex,1,1.0).zw;
}
uniform fixed _StereoEnabled;
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
return o;
}
float4 frag(VertexOutput i) : COLOR {
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
////// Lighting:
////// Emissive:
float3 node_6020 = (viewDirection*(-1.0));
float2 _StereoEnabled_var = lerp( MonoPanoProjection( node_6020 ), StereoPanoProjection( node_6020 ), _StereoEnabled );
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(_StereoEnabled_var, _MainTex));
float3 emissive = _MainTex_var.rgb;
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
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