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84 行
2.6 KiB
84 行
2.6 KiB
Shader "Hidden/HDRenderPipeline/CameraMotionVectors"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "HDRP/ShaderVariables.hlsl"
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#include "HDRP/ShaderPass/FragInputs.hlsl"
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#include "HDRP/ShaderPass/VaryingMesh.hlsl"
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#include "HDRP/ShaderPass/VertMesh.hlsl"
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#include "HDRP/Material/Builtin/BuiltinData.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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return output;
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}
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void Frag(Varyings input, out float4 outColor : SV_Target0)
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{
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float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionCS.xy).x;
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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float4 worldPos = float4(posInput.positionWS, 1.0);
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float4 prevPos = worldPos;
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float4 prevClipPos = mul(_PrevViewProjMatrix, prevPos);
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float4 curClipPos = mul(_NonJitteredViewProjMatrix, worldPos);
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float2 previousPositionCS = prevClipPos.xy / prevClipPos.w;
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float2 positionCS = curClipPos.xy / curClipPos.w;
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// Convert from Clip space (-1..1) to NDC 0..1 space
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float2 velocity = (positionCS - previousPositionCS);
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#if UNITY_UV_STARTS_AT_TOP
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velocity.y = -velocity.y;
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#endif
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// Convert velocity 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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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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// We will perform camera motion velocity only where there is no object velocity
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Stencil
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{
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ReadMask 128
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Ref 128 // StencilBitMask.ObjectVelocity
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Comp NotEqual
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Pass Keep
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}
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Cull Off ZWrite Off ZTest Always
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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