Original Post
this is the calcuate sphere mapping uv code In Vertex Shader: the algorithm of calculate uv is from the DirectX SDK. float3x3 mat=ViewITXf; //ViewInverseTranspose matrix float3 n=mul(IN.Norma,mat); n=mul(n,float3(0.5,0.5,1.0))+float3(0.5,0.5,0); OUT.UV = n.xy; it seems there are something wrong from the result of FX Composer.