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Score: 0.8003590703010559; Reported for: String similarity Open both answers

Possible Plagiarism

Plagiarized on 2021-07-20
by huang

Original Post

Original - Posted on 2018-07-25
by Milo Timbol



            
Present in both answers; Present only in the new answer; Present only in the old answer;

Shader "Custom/Equirectangular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {} }
SubShader{ Pass { Tags {"LightMode" = "Always"} Cull Front
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(1 - (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" }
I'm a beginner and I had to do a lot just to understand this thread. This is what worked for me. I just combined the answers and put it in one script. I'm pretty sure I will forget this in a few weeks time, so putting it here for posterity.
Shader "Custom/Equirectangular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {} } SubShader{ Pass { Tags {"LightMode" = "Always"} Cull Front 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(1 - (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" }

        
Present in both answers; Present only in the new answer; Present only in the old answer;