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Merge pull request #340 from Unity-Technologies/movecs-fixes

Fixed motion vectors and camera relative rendering
/RenderPassXR_Sandbox
GitHub 7 年前
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共有 2 个文件被更改,包括 35 次插入5 次删除
  1. 25
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 15
      Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader

25
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// View-projection matrix from the previous frame.
public Matrix4x4 prevViewProjMatrix;
// We need to keep track of these when camera relative rendering is enabled so we can take
// camera translation into account when generating camera motion vectors
public Vector3 cameraPos;
public Vector3 prevCameraPos;
// The only way to reliably keep track of a frame change right now is to compare the frame
// count Unity gives us. We need this as a single camera could be rendered several times per
// frame and some matrices only have to be computed once. Realistically this shouldn't

Matrix4x4 gpuView = camera.worldToCameraMatrix;
Matrix4x4 gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
Vector3 pos = camera.transform.position;
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Zero out the translation component.

Matrix4x4 gpuVP = gpuNonJitteredProj * gpuView;
// A camera could be rendered multiple time per frame, only updates the previous viewproj if needed
// A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed
prevViewProjMatrix = !m_FirstFrame
? nonJitteredViewProjMatrix
: gpuVP;
if (m_FirstFrame)
{
prevCameraPos = pos;
prevViewProjMatrix = gpuVP;
}
else
{
prevCameraPos = cameraPos;
prevViewProjMatrix = nonJitteredViewProjMatrix;
}
m_FirstFrame = false;
}

nonJitteredProjMatrix = gpuNonJitteredProj;
cameraPos = pos;
screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(viewProjMatrix);

int w = (int)hdcam.screenSize.x;
int h = (int)hdcam.screenSize.y;
m_CameraMotionVectorsMaterial.SetVector("_CameraPosDiff", hdcam.prevCameraPos - hdcam.cameraPos);
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.GetVelocityBufferFormat(), Builtin.GetVelocityBufferReadWrite());
Utilities.DrawFullScreen(cmd, m_CameraMotionVectorsMaterial, m_VelocityBufferRT, null, 0);

15
Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader


#include "../../ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "../ShaderConfig.cs.hlsl"
float4 _CameraPosDiff;
struct Attributes
{

float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float4 worldPos = float4(posInput.positionWS, 1.0);
float4 prevPos = worldPos;
float4 prevClipPos = mul(_PrevViewProjMatrix, worldPos);
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
prevPos -= _CameraPosDiff;
#endif
float4 prevClipPos = mul(_PrevViewProjMatrix, prevPos);
float4 curClipPos = mul(_NonJitteredViewProjMatrix, worldPos);
float2 prevHPos = prevClipPos.xy / prevClipPos.w;
float2 curHPos = curClipPos.xy / curClipPos.w;

#if UNITY_UV_STARTS_AT_TOP
previousPositionCS.y = 1.0 - previousPositionCS.y;
positionCS.y = 1.0 - positionCS.y;
#endif
return float4(positionCS - previousPositionCS, 0.0, 1.0);
}

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