/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// /// /// MIT License /// /// /// /// Copyright (c) 2016 Raphaël Ernaelsten (@RaphErnaelsten) /// /// /// /// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), /// /// to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, /// /// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: /// /// /// /// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. /// /// /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS /// /// IN THE SOFTWARE. /// /// /// /// PLEASE CONSIDER CREDITING AURA IN YOUR PROJECTS. IF RELEVANT, USE THE UNMODIFIED LOGO PROVIDED IN THE "LICENSE" FOLDER. /// /// /// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Shader "Hidden/Aura/StorePointLightCookieMap" { Properties { _MainTex ("Texture", CUBE) = "white" {} } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 5.0 #include "UnityCG.cginc" #include "../Aura.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } samplerCUBE _MainTex; float4x4 _InverseWorldMatrix; fixed4 frag(v2f i) : SV_Target { float3 ray = GetNormalizedVectorFromNormalizedYawPitch(i.uv); return texCUBE(_MainTex, mul(_InverseWorldMatrix, ray)); } ENDCG } } }