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223 行
7.4 KiB
223 行
7.4 KiB
#if SHADERPASS != SHADERPASS_VELOCITY
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#error SHADERPASS_is_not_correctly_define
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#endif
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// Available semantic start from TEXCOORD4
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struct AttributesPass
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{
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float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
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};
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struct VaryingsPassToPS
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{
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// Note: Z component is not use currently
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// This is the clip space position. Warning, do not confuse with the value of positionCS in PackedVarying which is SV_POSITION and store in positionSS
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float4 positionCS;
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float4 previousPositionCS;
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};
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// Available interpolator start from TEXCOORD8
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struct PackedVaryingsPassToPS
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{
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// Note: Z component is not use
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float3 interpolators0 : TEXCOORD8;
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float3 interpolators1 : TEXCOORD9;
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};
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PackedVaryingsPassToPS PackVaryingsPassToPS(VaryingsPassToPS input)
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{
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PackedVaryingsPassToPS output;
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output.interpolators0 = float3(input.positionCS.xyw);
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output.interpolators1 = float3(input.previousPositionCS.xyw);
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return output;
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}
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VaryingsPassToPS UnpackVaryingsPassToPS(PackedVaryingsPassToPS input)
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{
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VaryingsPassToPS output;
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output.positionCS = float4(input.interpolators0.xy, 0.0, input.interpolators0.z);
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output.previousPositionCS = float4(input.interpolators1.xy, 0.0, input.interpolators1.z);
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return output;
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}
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#ifdef TESSELLATION_ON
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// Available interpolator start from TEXCOORD4
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// Same as ToPS here
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#define VaryingsPassToDS VaryingsPassToPS
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#define PackedVaryingsPassToDS PackedVaryingsPassToPS
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#define PackVaryingsPassToDS PackVaryingsPassToPS
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#define UnpackVaryingsPassToDS UnpackVaryingsPassToPS
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VaryingsPassToDS InterpolateWithBaryCoordsPassToDS(VaryingsPassToDS input0, VaryingsPassToDS input1, VaryingsPassToDS input2, float3 baryCoords)
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{
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VaryingsPassToDS output;
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TESSELLATION_INTERPOLATE_BARY(positionCS, baryCoords);
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TESSELLATION_INTERPOLATE_BARY(previousPositionCS, baryCoords);
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return output;
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}
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#endif // TESSELLATION_ON
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#ifdef TESSELLATION_ON
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#define VaryingsPassType VaryingsPassToDS
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#else
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#define VaryingsPassType VaryingsPassToPS
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#endif
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// We will use custom attributes for this pass
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#define VARYINGS_NEED_PASS
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#include "VertMesh.hlsl"
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// Transforms normal from object to world space
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float3 TransformPreviousObjectToWorldNormal(float3 normalOS)
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{
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#ifdef UNITY_ASSUME_UNIFORM_SCALING
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return normalize(mul((float3x3)unity_MatrixPreviousM, normalOS));
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#else
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// Normal need to be multiply by inverse transpose
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// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
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return normalize(mul(normalOS, (float3x3)unity_MatrixPreviousMI));
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#endif
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}
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// Transforms local position to camera relative world space
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float3 TransformPreviousObjectToWorld(float3 positionOS)
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{
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float4x4 previousModelMatrix = ApplyCameraTranslationToMatrix(unity_MatrixPreviousM);
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return mul(previousModelMatrix, float4(positionOS, 1.0)).xyz;
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}
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void VelocityPositionZBias(VaryingsToPS input)
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{
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#if defined(UNITY_REVERSED_Z)
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input.vmesh.positionCS.z -= unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
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#else
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input.vmesh.positionCS.z += unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
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#endif
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}
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PackedVaryingsType Vert(AttributesMesh inputMesh,
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AttributesPass inputPass)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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#if !defined(TESSELLATION_ON)
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VelocityPositionZBias(varyingsType);
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#endif
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// It is not possible to correctly generate the motion vector for tesselated geometry as tessellation parameters can change
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// from one frame to another (adaptative, lod) + in Unity we only receive information for one non tesselated vertex.
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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.positionRWS, 1.0));
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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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}
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else
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{
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bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
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// Need to apply any vertex animation to the previous worldspace position, if we want it to show up in the velocity buffer
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#if defined(HAVE_MESH_MODIFICATION)
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AttributesMesh previousMesh = inputMesh;
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if (hasDeformation)
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previousMesh.positionOS = inputPass.previousPositionOS;
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previousMesh = ApplyMeshModification(previousMesh);
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float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
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#else
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float3 previousPositionRWS = TransformPreviousObjectToWorld(hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS);
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#endif
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#ifdef ATTRIBUTES_NEED_NORMAL
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float3 normalWS = TransformPreviousObjectToWorldNormal(inputMesh.normalOS);
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#else
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float3 normalWS = float3(0.0, 0.0, 0.0);
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#endif
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#if defined(HAVE_VERTEX_MODIFICATION)
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ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTime);
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#endif
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varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, float4(previousPositionRWS, 1.0));
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}
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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VelocityPositionZBias(output);
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output.vpass.positionCS = input.vpass.positionCS;
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output.vpass.previousPositionCS = input.vpass.previousPositionCS;
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return PackVaryingsToPS(output);
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}
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#include "TessellationShare.hlsl"
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#endif // TESSELLATION_ON
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void Frag( PackedVaryingsToPS packedInput,
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out float4 outColor : SV_Target0
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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)
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{
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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// Perform alpha testing + get velocity
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
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#ifdef _DEPTHOFFSET_ON
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inputPass.positionCS.w += builtinData.depthOffset;
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inputPass.previousPositionCS.w += builtinData.depthOffset;
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#endif
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// TODO: How to allow overriden velocity vector from GetSurfaceAndBuiltinData ?
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float2 velocity = CalculateVelocity(inputPass.positionCS, inputPass.previousPositionCS);
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// Convert from Clip space (-1..1) to NDC 0..1 space.
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// Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space.
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// Note: ((positionCS * 0.5 + 0.5) - (previousPositionCS * 0.5 + 0.5)) = (velocity * 0.5)
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EncodeVelocity(velocity * 0.5, outColor);
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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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outColor = float4(0.0, 0.0, 0.0, 0.0);
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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}
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