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- Shader "Hidden/kMotion/CameraMotionVectors"
- {
- SubShader
- {
- Pass
- {
- Cull Off
- ZWrite On
- ZTest Always
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #pragma vertex vert
- #pragma fragment frag
- // -------------------------------------
- // Includes
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #if defined(USING_STEREO_MATRICES)
- float4x4 _PrevViewProjMStereo[2];
- #define _PrevViewProjM _PrevViewProjMStereo[unity_StereoEyeIndex]
- #else
- #define _PrevViewProjM _PrevViewProjMatrix
- #endif
- // -------------------------------------
- // Structs
- struct Attributes
- {
- uint vertexID : SV_VertexID;
- };
- struct Varyings
- {
- float4 position : SV_POSITION;
- };
- // -------------------------------------
- // Vertex
- Varyings vert(Attributes input)
- {
- Varyings output;
- output.position = GetFullScreenTriangleVertexPosition(input.vertexID);
- return output;
- }
- // -------------------------------------
- // Fragment
- half4 frag(Varyings input, out float outDepth : SV_Depth) : SV_Target
- {
- // Calculate PositionInputs
- half depth = LoadSceneDepth(input.position.xy).x;
- outDepth = depth;
- half2 screenSize = _ScreenSize.zw;
- PositionInputs positionInputs = GetPositionInput(input.position.xy, screenSize, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
- // Calculate positions
- float4 previousPositionVP = mul(_PrevViewProjM, float4(positionInputs.positionWS, 1.0));
- float4 positionVP = mul(UNITY_MATRIX_VP, float4(positionInputs.positionWS, 1.0));
- previousPositionVP.xy *= rcp(previousPositionVP.w);
- positionVP.xy *= rcp(positionVP.w);
- // Calculate velocity
- float2 velocity = (positionVP.xy - previousPositionVP.xy);
- #if UNITY_UV_STARTS_AT_TOP
- velocity.y = -velocity.y;
- #endif
- // Convert velocity from Clip space (-1..1) to NDC 0..1 space
- // Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space.
- // Note: ((positionVP * 0.5 + 0.5) - (previousPositionVP * 0.5 + 0.5)) = (velocity * 0.5)
- return half4(velocity.xy * 0.5, 0, 0);
- }
- ENDHLSL
- }
- }
- }
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