您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

84 行
2.6 KiB

Shader "Hidden/HDRenderPipeline/CameraMotionVectors"
{
HLSLINCLUDE
#pragma target 4.5
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderVariables.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VertMesh.hlsl"
#include "HDRP/Material/Builtin/BuiltinData.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;
}
void Frag(Varyings input, out float4 outColor : SV_Target0)
{
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 previousPositionCS = prevClipPos.xy / prevClipPos.w;
float2 positionCS = curClipPos.xy / curClipPos.w;
// Convert from Clip space (-1..1) to NDC 0..1 space
float2 velocity = (positionCS - previousPositionCS);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
// Convert velocity from Clip space (-1..1) to NDC 0..1 space
// Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space.
// Note: ((positionCS * 0.5 + 0.5) - (previousPositionCS * 0.5 + 0.5)) = (velocity * 0.5)
EncodeVelocity(velocity * 0.5, outColor);
}
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
}
}
}