Shader "Hidden/Universal Render Pipeline/CameraMotionBlur" { Properties { _MainTex("Source", 2D) = "white" {} } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Random.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" TEXTURE2D_X(_MainTex); TEXTURE2D_X_FLOAT(_CameraDepthTexture); float4x4 _ViewProjM; float4x4 _PrevViewProjM; float _Intensity; float _Clamp; float4 _MainTex_TexelSize; struct VaryingsCMB { float4 positionCS : SV_POSITION; float4 uv : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; VaryingsCMB VertCMB(Attributes input) { VaryingsCMB output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); float4 projPos = output.positionCS * 0.5; projPos.xy = projPos.xy + projPos.w; output.uv.xy = input.uv; output.uv.zw = projPos.xy; return output; } float2 ClampVelocity(float2 velocity, float maxVelocity) { float len = length(velocity); return (len > 0.0) ? min(len, maxVelocity) * (velocity * rcp(len)) : 0.0; } // Per-pixel camera velocity float2 GetCameraVelocity(float4 uv) { float depth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv.xy).r; #if UNITY_REVERSED_Z depth = 1.0 - depth; #endif depth = 2.0 * depth - 1.0; float3 viewPos = ComputeViewSpacePosition(uv.zw, depth, unity_CameraInvProjection); float4 worldPos = float4(mul(unity_CameraToWorld, float4(viewPos, 1.0)).xyz, 1.0); float4 prevPos = worldPos; float4 prevClipPos = mul(_PrevViewProjM, prevPos); float4 curClipPos = mul(_ViewProjM, worldPos); float2 prevPosCS = prevClipPos.xy / prevClipPos.w; float2 curPosCS = curClipPos.xy / curClipPos.w; return ClampVelocity(prevPosCS - curPosCS, _Clamp); } float3 GatherSample(float sampleNumber, float2 velocity, float invSampleCount, float2 centerUV, float randomVal, float velocitySign) { float offsetLength = (sampleNumber + 0.5) + (velocitySign * (randomVal - 0.5)); float2 sampleUV = centerUV + (offsetLength * invSampleCount) * velocity * velocitySign; return SAMPLE_TEXTURE2D_X(_MainTex, sampler_PointClamp, sampleUV).xyz; } half4 DoMotionBlur(VaryingsCMB input, int iterations) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 velocity = GetCameraVelocity(input.uv) * _Intensity; float randomVal = InterleavedGradientNoise(input.uv.xy * _MainTex_TexelSize.zw, 0); float invSampleCount = rcp(iterations * 2.0); half3 color = 0.0; UNITY_UNROLL for (int i = 0; i < iterations; i++) { color += GatherSample(i, velocity, invSampleCount, input.uv.xy, randomVal, -1.0); color += GatherSample(i, velocity, invSampleCount, input.uv.xy, randomVal, 1.0); } return half4(color * invSampleCount, 1.0); } ENDHLSL SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 ZTest Always ZWrite Off Cull Off Pass { Name "Camera Motion Blur - Low Quality" HLSLPROGRAM #pragma vertex VertCMB #pragma fragment Frag half4 Frag(VaryingsCMB input) : SV_Target { return DoMotionBlur(input, 2); } ENDHLSL } Pass { Name "Camera Motion Blur - Medium Quality" HLSLPROGRAM #pragma vertex VertCMB #pragma fragment Frag half4 Frag(VaryingsCMB input) : SV_Target { return DoMotionBlur(input, 3); } ENDHLSL } Pass { Name "Camera Motion Blur - High Quality" HLSLPROGRAM #pragma vertex VertCMB #pragma fragment Frag half4 Frag(VaryingsCMB input) : SV_Target { return DoMotionBlur(input, 4); } ENDHLSL } } }