unity 360 image sphere code example

Example: unity 360 image sphere

Shader “Unlit/Pano360Shader”{   Properties   {       _MainTex (“Base (RGB)”, 2D) = “white” {}       _Color (“Main Color”, Color) = (1,1,1,0.5)   }   SubShader    {      Tags { “RenderType” = “Opaque” }      //This is used to print the texture inside of the sphere      Cull Front      CGPROGRAM      #pragma surface surf SimpleLambert      half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten)      {         half4 c;         c.rgb = s.Albedo;         return c;      }            sampler2D _MainTex;      struct Input      {         float2 uv_MainTex;         float4 myColor : COLOR;      };       fixed3 _Color;      void surf (Input IN, inout SurfaceOutput o)      {         //This is used to mirror the image correctly when printing it inside of the sphere         IN.uv_MainTex.x = 1 — IN.uv_MainTex.x;         fixed3 result = tex2D(_MainTex, IN.uv_MainTex)*_Color;         o.Albedo = result.rgb;         o.Alpha = 1;      }      ENDCG   }   Fallback “Diffuse”}

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