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#ifndef PANOSPHERE
#define PANOSPHERE
float _PanoEmission;
float _PanoBlend;
float4 _PanosphereColor;
float3 _PanospherePan;
float _PanoToggle;
float _PanoCubeMapToggle;
float _PanoInfiniteStereoToggle;
float3 panoColor;
float panoMask;
#if defined(PROP_PANOSPHERETEXTURE) || !defined(OPTIMIZER_ENABLED)
sampler2D _PanosphereTexture; float4 _PanosphereTexture_ST;
#endif
#if defined(PROP_PANOCUBEMAP) || !defined(OPTIMIZER_ENABLED)
samplerCUBE _PanoCubeMap; half4 _PanoCubeMap_HDR;
#endif
#if defined(PROP_PANOMASK) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_PanoMask);
#endif
float2 projectIt(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float2 sphereCoords = float2(longitude + _Time.y * float4(0,0,0,0).x, latitude + _Time.y * float4(0,0,0,0).y) * 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;
}
void applyPanosphereColor(inout float4 albedo, inout float3 panosphereEmission)
{
#if defined(PROP_PANOMASK) || !defined(OPTIMIZER_ENABLED)
panoMask = POI2D_SAMPLER_PAN(_PanoMask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0));
#else
panoMask = 1;
#endif
#ifdef POI_BLACKLIGHT
if (_BlackLightMaskPanosphere != 4)
{
panoMask *= blackLightMask[_BlackLightMaskPanosphere];
}
#endif
if(float(0))
{
#if defined(PROP_PANOCUBEMAP) || !defined(OPTIMIZER_ENABLED)
float3 cubeUV = mul(poiRotationMatrixFromAngles(float4(0,0,0,0).xyz * _Time.y), float4(-poiCam.viewDir, 1));
half4 cubemap = texCUBE(_PanoCubeMap, cubeUV);
panoColor = DecodeHDR(cubemap, _PanoCubeMap_HDR) * float4(1,1,1,1).rgb;
#else
panoColor = float4(1,1,1,1).rgb;
#endif
}
else
{
float2 uv = projectIt(normalize(lerp(getCameraPosition().xyz, poiCam.worldPos.xyz, float(0)) - poiMesh.worldPos.xyz) * - 1);
float2 ddxuv = ddx(uv);
float2 ddyuv = ddy(uv);
if(any(fwidth(uv) > .5))
{
ddxuv = ddyuv = 0.001;
}
#if defined(PROP_PANOSPHERETEXTURE) || !defined(OPTIMIZER_ENABLED)
panoColor = tex2D(_PanosphereTexture, TRANSFORM_TEX(uv, _PanosphereTexture), ddxuv, ddyuv).rgb * float4(1,1,1,1).rgb;
#else
panoColor = float4(1,1,1,1).rgb;
#endif
}
panosphereEmission = panoColor * float(0) * panoMask * float(0);
albedo.rgb = lerp(albedo.rgb, panoColor, float(0) * .9999999 * panoMask);
}
#endif
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