Panoramic View Fragment

Hi everyone,

I’m working on a project where I need a 360° Viewer of a Panormaic Image. Because the Inverted Sphere gives me many distortions, I’m working with a Equirectangular Shader. It is working fine, except for one line I get, where the panoramic image has it’s borders.
The image is fine and I don’t know how to get rid of this line. Does someone has an idea/answer to this problem?

This is the shader is use:

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 glsl

                #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(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"
}

The result can be seen in the attached screenshot. Thanks everyone.

The simplest solution is to disable mip map generation on the texture asset.

1 Like

Thank you very much, this fixed the problem!