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Question by jade_philo · Dec 02, 2018 at 11:56 PM · shadertextureshaders360-degreespanorama

Lines on 360 image?

My 360 image has a line presumably where the image folds. My shader is attached. How do I fix this? I'm using a equirectangular image format.

alt text

   Shader "Custom/insideOut" {
         Properties {
             _Color ("Main Color", Color) = (1,1,1,1)
             _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
         }
     
         SubShader{
             Pass {
                 Tags {"LightMode" = "Always"}
                 Cull Front
     
                 CGPROGRAM
                     #pragma vertex vert
                     #pragma fragment frag
                     #pragma fragmentoption ARB_precision_hint_fastest
                     #pragma glsl
                     #pragma target 3.0
     
                     #include "UnityCG.cginc"
     
                     struct appdata {
                        float4 vertex : POSITION;
                        float3 normal : NORMAL;
                     };
     
                     struct v2f
                     {
                         float4    pos : SV_POSITION;
                         float3    normal : TEXCOORD0;
                     };
     
                     v2f vert (appdata v)
                     {
                         v2f o;
                         o.pos = UnityObjectToClipPos(v.vertex);
                         o.normal = v.normal;
                         return o;
                     }
     
                     sampler2D _MainTex;
     
                     #define PI 3.141592653589793
     
                     inline float2 RadialCoords(float3 a_coords)
                     {
                         float3 a_coords_n = normalize(a_coords);
                         float lon = atan2(a_coords_n.z, a_coords_n.x);
                         float lat = acos(a_coords_n.y);
                         float2 sphereCoords = float2(lon, lat) * (1.0 / PI);
                         return float2(1 - (sphereCoords.x * 0.5 + 0.5), 1 - sphereCoords.y);
                     }
     
                     float4 frag(v2f IN) : COLOR
                     {
                         float2 equiUV = RadialCoords(IN.normal);
                         return tex2D(_MainTex, equiUV);
                     }
                 ENDCG
             }
         }
         FallBack "VertexLit"
     }

lines.jpg (134.8 kB)
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avatar image Hunubul · Jan 10, 2019 at 02:54 PM 0
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Hey! I have the same problem. Did you solve it? If so, could you share how?

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Answer by ZeKJ · Feb 06, 2019 at 10:53 AM

Did you fix this?

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