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Merge pull request #622 from Unity-Technologies/motionVectorSupport

Motion Vector Support
/feature-ReflectionProbeFit
GitHub 7 年前
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56786b4c
共有 6 个文件被更改,包括 63 次插入19 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/BaseLitUI.cs
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataMeshModification.hlsl
  3. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl
  4. 52
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl
  5. 11
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl
  6. 5
      ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl

6
ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/BaseLitUI.cs


static public void SetupBaseLitMaterialPass(Material material)
{
SetupBaseUnlitMaterialPass(material);
bool windEnabled = material.GetFloat(kWindEnabled) > 0.0f;
bool enableVertexDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Vertex;
material.SetShaderPassEnabled(HDShaderPassNames.s_MotionVectorsStr, windEnabled || enableVertexDisplacement);
}
}
} // namespace UnityEditor

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataMeshModification.hlsl


return ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod) * normalWS;
}
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS)
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS, float4 time)
{
#if defined(_VERTEX_DISPLACEMENT)

#ifdef _VERTEX_WIND
float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
ApplyWindDisplacement(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, _Time);
ApplyWindDisplacement(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, time);
#endif
}

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl


// conflict with the normal in the semantic. This need to be fix! Also no per pixel displacement is possible either.
// Attributes
#define REQUIRE_TANGENT_TO_WORLD 0 /* defined(_PIXEL_DISPLACEMENT) */
#define REQUIRE_NORMAL 0 /* defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT) */
#define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT)
#define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT)
#define REQUIRE_VERTEX_COLOR ((defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT)) && defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND)
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)

52
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl


// Available semantic start from TEXCOORD4
struct AttributesPass
{
float3 previousPositionOS : NORMAL; // Contain previous transform position (in case of skinning for example)
// TODO: Caution - For now the tesselation doesn't displace along the normal with Velocity shader as the previous previous position
// conflict with the normal in the semantic. This need to be fix!
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
};
struct VaryingsPassToPS

#define VARYINGS_NEED_PASS
#include "VertMesh.hlsl"
// Transforms normal from object to world space
float3 TransformPreviousObjectToWorldNormal(float3 normalOS)
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
return normalize(mul((float3x3)unity_MatrixPreviousM, normalOS));
#else
// Normal need to be multiply by inverse transpose
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
return normalize(mul(normalOS, (float3x3)unity_MatrixPreviousMI));
#endif
}
void VelocityPositionZBias(VaryingsToPS input)
{
#if defined(UNITY_REVERSED_Z)
input.vmesh.positionCS.z -= unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
#else
input.vmesh.positionCS.z += unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
#endif
}
PackedVaryingsType Vert(AttributesMesh inputMesh,
AttributesPass inputPass)
{

#if !defined(TESSELLATION_ON)
VelocityPositionZBias(varyingsType);
#endif
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, mul(unity_ObjectToWorld, float4(inputMesh.positionOS, 1.0)));
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, mul(unity_MatrixPreviousM, unity_MotionVectorsParams.x ? float4(inputPass.previousPositionOS, 1.0) : float4(inputMesh.positionOS, 1.0)));
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, float4(varyingsType.vmesh.positionWS, 1.0));
//Need to apply any vertex animation to the previous worldspace position, if we want it to show up in the velocity buffer
float3 previousPositionWS = mul(unity_MatrixPreviousM, unity_MotionVectorsParams.x ? float4(inputPass.previousPositionOS, 1.0) : float4(inputMesh.positionOS, 1.0)).xyz;
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(inputMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(inputMesh, normalWS, previousPositionWS, _LastTime);
#endif
//Need this since we are using the current position from VertMesh()
previousPositionWS = GetCameraRelativePositionWS(previousPositionWS);
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, float4(previousPositionWS, 1.0));
return PackVaryingsType(varyingsType);
}

VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
VelocityPositionZBias(output);
output.vpass.positionCS = input.vpass.positionCS;
output.vpass.previousPositionCS = input.vpass.previousPositionCS;

11
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl


// TODO: deal with camera center rendering and instancing (This is the reason why we always perform two steps transform to clip space + instancing matrix)
// This code is disabled for velocity pass for now because at the moment we cannot have Normals with the velocity pass (this attributes holds last frame data)
// TODO: Remove the velocity pass test when velocity is properly handled.
#if defined(HAVE_VERTEX_MODIFICATION) && (SHADERPASS != SHADERPASS_VELOCITY)
ApplyVertexModification(input, normalWS, positionWS);
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(input, normalWS, positionWS, _Time);
#endif
positionWS = GetCameraRelativePositionWS(positionWS);

// TODO: TEMP: Velocity has a flow as it doens't have normal. This need to be fix. In the mean time, generate fix normal so compiler doesn't complain - When fix, think to also enable ATTRIBUTES_NEED_NORMAL in LitVelocityPass.hlsl
#if (SHADERPASS == SHADERPASS_VELOCITY)
output.normalWS = float3(0.0, 0.0, 1.0);
#else
#endif
#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT)
output.tangentWS = tangentWS;
#endif

5
ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


CBUFFER_START(UnityPerCamera)
// Time (t = time since current level load) values from Unity
float4 _Time; // (t/20, t, t*2, t*3)
float4 _LastTime; // Last frame time (t/20, t, t*2, t*3)
float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t)
float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t)
float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt

float4x4 unity_MatrixNonJitteredVP;
float4x4 unity_MatrixPreviousVP;
float4x4 unity_MatrixPreviousM;
float4x4 unity_MatrixPreviousMI;
//X : Use last frame positions (right now skinned meshes are the only objects that use this
//Y : Force No Motion
//Z : Z bias value
float4 unity_MotionVectorsParams;
CBUFFER_END

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