Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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164 行
4.8 KiB

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
}
}
}