Shader "Hidden/HDRenderPipeline/CameraMotionVectors" { HLSLINCLUDE #pragma target 4.5 #include "CoreRP/ShaderLibrary/Common.hlsl" #include "../ShaderVariables.hlsl" #include "../ShaderPass/FragInputs.hlsl" #include "../ShaderPass/VaryingMesh.hlsl" #include "../ShaderPass/VertMesh.hlsl" struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } float4 Frag(Varyings input) : SV_Target { float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionCS.xy).x; PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); float4 worldPos = float4(posInput.positionWS, 1.0); float4 prevPos = worldPos; float4 prevClipPos = mul(_PrevViewProjMatrix, prevPos); float4 curClipPos = mul(_NonJitteredViewProjMatrix, worldPos); float2 prevHPos = prevClipPos.xy / prevClipPos.w; float2 curHPos = curClipPos.xy / curClipPos.w; float2 previousPositionCS = (prevHPos + 1.0) / 2.0; float2 positionCS = (curHPos + 1.0) / 2.0; #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); } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { // We will perform camera motion velocity only where there is no object velocity Stencil { ReadMask 128 Ref 128 // StencilBitMask.ObjectVelocity Comp NotEqual Pass Keep } Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } } }