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Create a cubemap at runtime from a downloaded 360 texture
How do you take a texture downloaded at runtime and apply those pixels to a cubemap?
If you import the texture into Unity, you can change the "Texture Shape" to be cube, resulting in a skybox-compatible cubemap. How can I accomplish this with a downloaded texture at runtime?
Here's an example of the kind of texture I want to convert into a cubemap:
importsettingsexample.png
(53.4 kB)
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Best Answer
Answer by GalaTyler · Oct 03, 2017 at 05:47 PM
After a few more hours of research, I came across this thread which contained a shader which allowed to me accomplish what I was looking for:
https://forum.unity.com/threads/equirectangular-background-shader.364287/
It's a shader that can be used as a skybox material which takes a latlong texture. Here's the code, credited to bgolus of the Unity forums:
Shader "Skybox/Equirectangular" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
[NoScaleOffset] _Tex ("Panorama (HDR)", 2D) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _Tex;
half4 _Tex_HDR;
half4 _Tint;
half _Exposure;
float _Rotation;
float4 RotateAroundYInDegrees (float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, RotateAroundYInDegrees(v.vertex, _Rotation));
o.texcoord = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 dir = normalize(i.texcoord);
float2 longlat = float2(atan2(dir.x, dir.z) + UNITY_PI, acos(-dir.y));
float2 uv = longlat / float2(2.0 * UNITY_PI, UNITY_PI);
half4 tex = tex2D (_Tex, uv);
half3 c = DecodeHDR (tex, _Tex_HDR);
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
}