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Question by GemmaP · Feb 22, 2019 at 10:04 AM · shadervideo360-degrees

Shader - Video Loss Quality

Hi all!

I have a question I haven't been able to solve or found an online forum/answer for it.

I am building a 360video AR portal and have some 360º videos with pretty good quality. I have my video on a sphere that has a material applied to it with a custom shader. All works great but the video seems to loose a lot of quality and becomes a bit blurry. I understand this is caused by the shader but I am not sure how to fix or find a solution for it.

Any help will be appreciated!

Here's the shader I am using:

Shader "Custom/Equirectangular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {} [Enum(Equal,3,NotEqual,6)] stest ("STENCILTEST", int) = 3

 }

 SubShader{
     Pass {
         Tags {"LightMode" = "Always"}
          LOD 100
          
          
           Stencil
     {
     Ref 1
     Comp [stest]
     }
     Cull off
          
         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(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"

}

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