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// So motion vetor will be based on interpolate previous position at vertex level instead. |
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varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, float4(varyingsType.vmesh.positionWS, 1.0)); |
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bool forceNoMotion = unity_MotionVectorsParams.y > 0.0; |
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// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled |
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bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; |
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if (forceNoMotion) |
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{ |
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varyingsType.vpass.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); |
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float4 Frag(PackedVaryingsToPS packedInput) : SV_Target |
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{ |
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bool forceNoMotion = unity_MotionVectorsParams.y > 0.0; |
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// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled |
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bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; |
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if (forceNoMotion) |
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return float4(0.0, 0.0, 0.0, 0.0); |
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