I’ve been searching for a method to do this for a while now.
Suppose I have a background texture, sky, distant mountains, etc that I want to use in my scene. It is not equirectangular.
I could just place this texture on an image plane in my scene, but then a small amount of camera panning reveals that it is a flat plane, as it won’t distort correctly.
What I’d like to do is project this image texture onto the 360° environment background in the world shader, without stretching it across the entire imaginary sphere of the environment background.
As an illustration:
If you imagine that this UV sphere represents the “sphere” of an environment background, this is what I’d like to do in the world shader:
If we view that sphere from inside, it does work as a proof of concept! I’d just like to be able to do this to the environment world background, and not have to deal with a giant mesh sphere around my scene:
Many thanks all!