I'm developing a small Astroids clone for a PufferSphere device in Unity URP. I'm using a cubemap to equirectangular shader for the camera, to capture the 3d sphere ingame.
How would I correctly transform the equirectangular projection to azimuthal? The desired result is explained in this thread here, but as a GL shader: How to do a shader to convert to azimuthal_equidistant
But I'm running into issues, that either the shader does nothing or the result has diamond shaped artefacts.
The shader I'm using(I marked the section I added with //equirectengular to azimuthal START
):
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Conversion/CubemapToEquirectangularTEST" {
Properties{
_MainTex("Cubemap (RGB)", CUBE) = "" {}
}
Subshader{
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
//#pragma fragmentoption ARB_precision_hint_nicest
#include "UnityCG.cginc"
#define PI 3.141592653589793
#define TWOPI 6.283185307179587
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
samplerCUBE _MainTex;
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * float2(TWOPI, PI);
return o;
}
fixed4 frag(v2f i) : COLOR
{
float theta = i.uv.y;
float phi = i.uv.x;
float3 unit = float3(0,0,0);
unit.x = sin(phi) * sin(theta) * -1;
unit.y = cos(theta) * -1;
unit.z = cos(phi) * sin(theta) * -1;
//equirectengular to azimuthal START
float a,d;
d=length(i.pos);
if (d<1.0) // inside projected sphere surface
{
a=atan2(i.pos.x,i.pos.y);
if (a<0.0) a+=TWOPI;
if (a>TWOPI) a-=TWOPI;
unit.x=a/TWOPI;
unit.y=d;
}
//equirectengular to azimuthal END
return texCUBE(_MainTex, unit);
}
ENDCG
}
}
Fallback Off
}