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Added a fullscreen debug view for motion vectors

And it looks like camera motion vectors are mirrored...
/RenderPassXR_Sandbox
Thomas Hourdel 8 年前
当前提交
a512c881
共有 4 个文件被更改,包括 108 次插入0 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  2. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl
  3. 104
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


None,
SSAO,
SSAOBeforeFiltering,
MotionVectors
}
[Serializable]

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl


#define FULLSCREENDEBUGMODE_NONE (0)
#define FULLSCREENDEBUGMODE_SSAO (1)
#define FULLSCREENDEBUGMODE_SSAOBEFORE_FILTERING (2)
#define FULLSCREENDEBUGMODE_MOTION_VECTORS (3)
#endif

104
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader


#include "../../ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.cs.hlsl"
#include "../ShaderVariables.hlsl"
TEXTURE2D(_DebugFullScreenTexture);
SAMPLER2D(sampler_DebugFullScreenTexture);

return output;
}
// Motion vector debug utilities
// >>>
float DistanceToLine(float2 p, float2 p1, float2 p2)
{
float2 center = (p1 + p2) * 0.5;
float len = length(p2 - p1);
float2 dir = (p2 - p1) / len;
float2 rel_p = p - center;
return dot(rel_p, float2(dir.y, -dir.x));
}
float DistanceToSegment(float2 p, float2 p1, float2 p2)
{
float2 center = (p1 + p2) * 0.5;
float len = length(p2 - p1);
float2 dir = (p2 - p1) / len;
float2 rel_p = p - center;
float dist1 = abs(dot(rel_p, float2(dir.y, -dir.x)));
float dist2 = abs(dot(rel_p, dir)) - 0.5 * len;
return max(dist1, dist2);
}
float DrawArrow(float2 texcoord, float body, float head, float height, float linewidth, float antialias)
{
float w = linewidth / 2.0 + antialias;
float2 start = -float2(body / 2.0, 0.0);
float2 end = float2(body / 2.0, 0.0);
// Head: 3 lines
float d1 = DistanceToLine(texcoord, end, end - head * float2(1.0, -height));
float d2 = DistanceToLine(texcoord, end - head * float2(1.0, height), end);
float d3 = texcoord.x - end.x + head;
// Body: 1 segment
float d4 = DistanceToSegment(texcoord, start, end - float2(linewidth, 0.0));
float d = min(max(max(d1, d2), -d3), d4);
return d;
}
float2 SampleMotionVectors(float2 coords)
{
#if UNITY_UV_STARTS_AT_TOP
coords.y = 1.0 - coords.y;
#endif
float2 mv = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, coords).xy;
#if UNITY_UV_STARTS_AT_TOP
mv.y *= -1.0;
#endif
return mv;
}
// <<<
float4 Frag(Varyings input) : SV_Target
{
// SSAO

if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAOBEFORE_FILTERING)
{
return 1.0f - SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord).xxxx;
}
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_MOTION_VECTORS)
{
float2 mv = SampleMotionVectors(input.texcoord);
// Background color intensity - keep this low unless you want to make your eyes bleed
const float kIntensity = 0.15;
// Map motion vector direction to color wheel (hue between 0 and 360deg)
float phi = atan2(mv.x, mv.y);
float hue = (phi / PI + 1.0) * 0.5;
float r = abs(hue * 6.0 - 3.0) - 1.0;
float g = 2.0 - abs(hue * 6.0 - 2.0);
float b = 2.0 - abs(hue * 6.0 - 4.0);
float3 color = saturate(float3(r, g, b) * kIntensity);
// Grid subdivisions - should be dynamic
const float kGrid = 64.0;
// Arrow grid (aspect ratio is kept)
float rows = floor(kGrid * _ScreenParams.y / _ScreenParams.x);
float cols = kGrid;
float2 size = _ScreenParams.xy / float2(cols, rows);
float body = min(size.x, size.y) / 1.4142135623730951; // sqrt(2)
float2 texcoord = input.positionCS.xy;
float2 center = (floor(texcoord / size) + 0.5) * size;
texcoord -= center;
// Sample the center of the cell to get the current arrow vector
float2 arrow_coord = center / _ScreenParams.xy;
float2 mv_arrow = SampleMotionVectors(arrow_coord);
// Skip empty motion
float d = 0.0;
if (any(mv_arrow))
{
// Rotate the arrow according to the direction
mv_arrow = normalize(mv_arrow);
float2x2 rot = float2x2(mv_arrow.x, -mv_arrow.y, mv_arrow.y, mv_arrow.x);
texcoord = mul(rot, texcoord);
d = DrawArrow(texcoord, body, 0.25 * body, 0.5, 2.0, 1.0);
d = 1.0 - saturate(d);
}
return float4(color + d.xxx, 1.0);
}
return float4(0.0, 0.0, 0.0, 0.0);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthStencilBufferRT);
RenderOpaqueRenderList(cullResults, hdcam.camera, renderContext, cmd, "MotionVectors", RendererConfiguration.PerObjectMotionVectors);
PushFullScreenDebugTexture(cmd, m_VelocityBuffer, hdcam.camera, renderContext, FullScreenDebugMode.MotionVectors);
}
}

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