Init
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Shader "PXR_SDK/PXR_CubemapBlit" {
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Properties{
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_MainTex("MainTex", CUBE) = "white" {}
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_d("Direction", Int) = 0
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_Gamma("Gamma", Range(0.1, 5)) = 1.0
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Pass{
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ZWrite Off
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ColorMask RGBA
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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half3 cubedir : TEXCOORD0;
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};
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samplerCUBE _MainTex;
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int _d;
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float _Gamma;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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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} };
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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} };
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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} };
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o.cubedir = of[_d] + 2.0 * v.texcoord.x * uf[_d] + 2.0 * (1.0 - v.texcoord.y) * vf[_d];
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return o;
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}
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fixed4 frag(v2f v) : COLOR
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{
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fixed4 col = texCUBE(_MainTex, v.cubedir);
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if (_Gamma != 1)
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col.rgb = pow(col.rgb, _Gamma);
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return col;
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}
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ENDCG
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}
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}
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}
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