Sometime ago I came across a blog post or article about a shader which performed a polar ordinates UV distort within a shader rather then on the source texture, which limited the texel density issues when making a sky dome.
I cant seem to find it now and was wondering if anyone knew what I was talking about or might have an idea of how to do it?
I am looking to recreate the shader in Shader forge in Unity.
Thanks in advance!
Replies
Got a bunch of shaders/scripts related to this for Unity (converts cubemaps to equirectangular maps and can then use the equirectangular maps as a reflection map - or you can plug in your own equi maps);
https://gist.github.com/Farfarer/5664694
I could be mistaken but I dont think thats the effect Im looking for as it looks like it distorts in a curvy fashion (judging from a google image search!)
I want to be able to take a hand painted horizontally tiling image and rather then run the photoshop filter"polar co ordinates" on the image itself, actually plug the tiling texture into the shader which will distort the UVS into a polar circular image.
and it was on polycount all along!
http://www.polycount.com/forum/showthread.php?t=68788&page=54