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80 行
2.2 KiB

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(_MainDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
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
{
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
}
}
}