I’ve been trying to learn shader coding, specifically procedural skyboxes. I’ve been using this guide here which is a shader graph tutorial and try to write out the steps in code. However, I’m stuck at the first part about fixing the texture UV’s to wrap around a sphere as the current texture is warped:
Here is my current shader:
Shader "Unlit/TestSky"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 normal :NORMAL;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = normalize(UnityObjectToClipPos(v.vertex));
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
#define PI 3.141592653589793
fixed4 frag (v2f i) : SV_Target
{
float3 pos = i.vertex;
float2 newUV;
newUV.x = 0.5 + atan2(pos.z,pos.x)/PI*2;
newUV.y = 0.5 - asin(pos.y)/PI;
fixed4 col = tex2D(_MainTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
I also used wikipedias formula on wrapping uvs to a sphere:
However, when I go back to the Unity Editor all I see is this:
I tried using this solution:
Shader "Unlit/TestSky"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 normal :NORMAL;
float3 direction : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = (UnityObjectToClipPos(v.vertex));
o.direction = mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos;
return o;
}
#define PI 3.141592653589793
fixed4 frag (v2f i) : SV_Target
{
float3 pos = normalize(i.direction);
float2 newUV;
newUV.x = 0.5 + atan2(pos.z,pos.x)/PI*2;
newUV.y = 0.5 - asin(pos.y)/PI;
float2 dx = ddx(newUV);
float2 dy = ddy(newUV);
float2 du = float2(dx.x, dy.x);
du -= (abs(du) > 0.5f) * sign(du);
dx.x = du.x;
dy.x = du.y;
// In case you want to rotate your view using the texture x-offset.
newUV.x += _MainTex_ST.z;
// Sample the texture with our calculated UV & seam fixup.
fixed4 col = tex2Dgrad(_MainTex, newUV, dx, dy);
return col;
}
ENDCG
}
}
}
But ended up getting this image: