回答編集履歴
1
回転軸追加版を追記
test
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```
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**ZXY順オイラー角回転**
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```ShaderLab
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Skybox/Cubemap (3-Axis Rotation)" {
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Properties {
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_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
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[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
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// 回転プロパティをX、Y、Zの3つに増やす
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_RotationX ("Rotation X", Range(0, 360)) = 0
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_RotationY ("Rotation Y", Range(0, 360)) = 0
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_RotationZ ("Rotation Z", Range(0, 360)) = 0
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[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {}
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}
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SubShader {
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Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
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Cull Off ZWrite Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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samplerCUBE _Tex;
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half4 _Tex_HDR;
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half4 _Tint;
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half _Exposure;
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// プロパティに合わせて回転角変数も3つに増やす
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float _RotationX;
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float _RotationY;
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float _RotationZ;
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// 回転用関数の名前を変更、引数をfloatからfloat3に変更
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float3 RotateAroundZXYInDegrees (float3 vertex, float3 degrees)
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{
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// サイン、コサインも3成分についてそれぞれ算出し...
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float3 alpha = degrees * UNITY_PI / 180.0;
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float3 sina, cosa;
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sincos(alpha, sina, cosa);
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// 各軸周りの回転行列を作成し...
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float3x3 rx = float3x3(
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1.0, 0.0, 0.0,
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0.0, cosa.x, -sina.x,
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0.0, sina.x, cosa.x);
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float3x3 ry = float3x3(
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cosa.y, 0.0, sina.y,
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0.0, 1.0, 0.0,
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-sina.y, 0.0, cosa.y);
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float3x3 rz = float3x3(
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cosa.z, -sina.z, 0.0,
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sina.z, cosa.z, 0.0,
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0.0, 0.0, 1.0);
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// Z軸、X軸、Y軸の順で回転を合成し...
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float3x3 m = mul(ry, mul(rx, rz));
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// 回転を適用して返す
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return mul(m, vertex);
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}
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struct appdata_t {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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// 回転関数にX、Y、Z回転角を与える
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float3 rotated = RotateAroundZXYInDegrees(v.vertex, float3(_RotationX, _RotationY, _RotationZ));
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o.vertex = UnityObjectToClipPos(rotated);
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o.texcoord = v.vertex.xyz;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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half4 tex = texCUBE (_Tex, i.texcoord);
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half3 c = DecodeHDR (tex, _Tex_HDR);
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c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
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c *= _Exposure;
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return half4(c, 1);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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```
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