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Question by PixelRouterVR · Oct 05, 2015 at 11:56 PM · shadervertex shader

How do I rotate around the X axis in a vertex shader?

The Unity Skybox shader makes use of a vertex shader to rotate the skybox about the Y Axis (Heading).

The function is here :

     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;
     }

How do I adjust this to rotate around the X Axis? I understand that the 2x2 rotation matrix is the same, but I'm a little confused by the use of quaternions in the final rotation.

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Answer by Eliot_L · Oct 20, 2015 at 04:27 PM

I was trying to do the same thing but couldn't figure out how completely in the shader. However, the method of generating a matrix on the CPU and passing it to the shader worked for me to have a custom skybox rotation.

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Answer by UDN_39161513-3fca-49d8-bd68-2fd56e7f2eff · Oct 19, 2017 at 12:57 PM

 float3 RotateAroundZInDegrees (float3 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 float3(mul(m, vertex.xz), vertex.y).xzy;
     return float3(mul(m, vertex.xy), vertex.z).zxy;
     }
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avatar image robert_val1 · Mar 31 at 07:57 AM 0
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Very nice. How would I alter this to make it rotate around the axis between x and y. So on a 45 degrees angle from x. I'm trying to make my night sky rotate more realistic, so the point of rotation is a little bit above the horizon. Thanks.

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