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
205 行
6.7 KiB
205 行
6.7 KiB
#if SHADERPASS != SHADERPASS_VELOCITY
|
|
#error SHADERPASS_is_not_correctly_define
|
|
#endif
|
|
|
|
// Available semantic start from TEXCOORD4
|
|
struct AttributesPass
|
|
{
|
|
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
|
|
};
|
|
|
|
struct VaryingsPassToPS
|
|
{
|
|
// Note: Z component is not use currently
|
|
// 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
|
|
float4 positionCS;
|
|
float4 previousPositionCS;
|
|
};
|
|
|
|
// Available interpolator start from TEXCOORD8
|
|
struct PackedVaryingsPassToPS
|
|
{
|
|
// Note: Z component is not use
|
|
float3 interpolators0 : TEXCOORD8;
|
|
float3 interpolators1 : TEXCOORD9;
|
|
};
|
|
|
|
PackedVaryingsPassToPS PackVaryingsPassToPS(VaryingsPassToPS input)
|
|
{
|
|
PackedVaryingsPassToPS output;
|
|
output.interpolators0 = float3(input.positionCS.xyw);
|
|
output.interpolators1 = float3(input.previousPositionCS.xyw);
|
|
|
|
return output;
|
|
}
|
|
|
|
VaryingsPassToPS UnpackVaryingsPassToPS(PackedVaryingsPassToPS input)
|
|
{
|
|
VaryingsPassToPS output;
|
|
output.positionCS = float4(input.interpolators0.xy, 0.0, input.interpolators0.z);
|
|
output.previousPositionCS = float4(input.interpolators1.xy, 0.0, input.interpolators1.z);
|
|
|
|
return output;
|
|
}
|
|
|
|
#ifdef TESSELLATION_ON
|
|
|
|
// Available interpolator start from TEXCOORD4
|
|
|
|
// Same as ToPS here
|
|
#define VaryingsPassToDS VaryingsPassToPS
|
|
#define PackedVaryingsPassToDS PackedVaryingsPassToPS
|
|
#define PackVaryingsPassToDS PackVaryingsPassToPS
|
|
#define UnpackVaryingsPassToDS UnpackVaryingsPassToPS
|
|
|
|
VaryingsPassToDS InterpolateWithBaryCoordsPassToDS(VaryingsPassToDS input0, VaryingsPassToDS input1, VaryingsPassToDS input2, float3 baryCoords)
|
|
{
|
|
VaryingsPassToDS output;
|
|
|
|
TESSELLATION_INTERPOLATE_BARY(positionCS, baryCoords);
|
|
TESSELLATION_INTERPOLATE_BARY(previousPositionCS, baryCoords);
|
|
|
|
return output;
|
|
}
|
|
|
|
#endif // TESSELLATION_ON
|
|
|
|
#ifdef TESSELLATION_ON
|
|
#define VaryingsPassType VaryingsPassToDS
|
|
#else
|
|
#define VaryingsPassType VaryingsPassToPS
|
|
#endif
|
|
|
|
// We will use custom attributes for this pass
|
|
#define VARYINGS_NEED_PASS
|
|
#include "VertMesh.hlsl"
|
|
|
|
// Transforms normal from object to world space
|
|
float3 TransformPreviousObjectToWorldNormal(float3 normalOS)
|
|
{
|
|
#ifdef UNITY_ASSUME_UNIFORM_SCALING
|
|
return normalize(mul((float3x3)unity_MatrixPreviousM, normalOS));
|
|
#else
|
|
// Normal need to be multiply by inverse transpose
|
|
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
|
|
return normalize(mul(normalOS, (float3x3)unity_MatrixPreviousMI));
|
|
#endif
|
|
}
|
|
|
|
void VelocityPositionZBias(VaryingsToPS input)
|
|
{
|
|
#if defined(UNITY_REVERSED_Z)
|
|
input.vmesh.positionCS.z -= unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
|
|
#else
|
|
input.vmesh.positionCS.z += unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
|
|
#endif
|
|
}
|
|
|
|
PackedVaryingsType Vert(AttributesMesh inputMesh,
|
|
AttributesPass inputPass)
|
|
{
|
|
VaryingsType varyingsType;
|
|
varyingsType.vmesh = VertMesh(inputMesh);
|
|
|
|
#if !defined(TESSELLATION_ON)
|
|
VelocityPositionZBias(varyingsType);
|
|
#endif
|
|
|
|
// It is not possible to correctly generate the motion vector for tesselated geometry as tessellation parameters can change
|
|
// from one frame to another (adaptative, lod) + in Unity we only receive information for one non tesselated vertex.
|
|
// So motion vetor will be based on interpolate previous position at vertex level instead.
|
|
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, float4(varyingsType.vmesh.positionWS, 1.0));
|
|
|
|
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
|
|
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
|
|
if (forceNoMotion)
|
|
{
|
|
varyingsType.vpass.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
|
|
}
|
|
else
|
|
{
|
|
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
|
|
//Need to apply any vertex animation to the previous worldspace position, if we want it to show up in the velocity buffer
|
|
float3 previousPositionWS = mul(unity_MatrixPreviousM, hasDeformation ? float4(inputPass.previousPositionOS, 1.0) : float4(inputMesh.positionOS, 1.0)).xyz;
|
|
#ifdef ATTRIBUTES_NEED_NORMAL
|
|
float3 normalWS = TransformPreviousObjectToWorldNormal(inputMesh.normalOS);
|
|
#else
|
|
float3 normalWS = float3(0.0, 0.0, 0.0);
|
|
#endif
|
|
|
|
#if defined(HAVE_VERTEX_MODIFICATION)
|
|
ApplyVertexModification(inputMesh, normalWS, previousPositionWS, _PreviousTime);
|
|
#endif
|
|
|
|
//Need this since we are using the current position from VertMesh()
|
|
previousPositionWS = GetCameraRelativePositionWS(previousPositionWS);
|
|
|
|
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, float4(previousPositionWS, 1.0));
|
|
}
|
|
|
|
return PackVaryingsType(varyingsType);
|
|
}
|
|
|
|
#ifdef TESSELLATION_ON
|
|
|
|
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
|
{
|
|
VaryingsToPS output;
|
|
|
|
output.vmesh = VertMeshTesselation(input.vmesh);
|
|
|
|
VelocityPositionZBias(output);
|
|
|
|
output.vpass.positionCS = input.vpass.positionCS;
|
|
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
|
|
|
|
return PackVaryingsToPS(output);
|
|
}
|
|
|
|
#include "TessellationShare.hlsl"
|
|
|
|
#endif // TESSELLATION_ON
|
|
|
|
void Frag( PackedVaryingsToPS packedInput,
|
|
out float4 outColor : SV_Target0
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
)
|
|
{
|
|
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
|
|
|
// input.positionSS is SV_Position
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
|
|
|
|
#ifdef VARYINGS_NEED_POSITION_WS
|
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
|
#else
|
|
float3 V = 0; // Avoid the division by 0
|
|
#endif
|
|
|
|
// Perform alpha testing + get velocity
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
|
|
|
|
VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
|
|
#ifdef _DEPTHOFFSET_ON
|
|
inputPass.positionCS.w += builtinData.depthOffset;
|
|
inputPass.previousPositionCS.w += builtinData.depthOffset;
|
|
#endif
|
|
|
|
// TODO: How to allow overriden velocity vector from GetSurfaceAndBuiltinData ?
|
|
float2 velocity = CalculateVelocity(inputPass.positionCS, inputPass.previousPositionCS);
|
|
|
|
EncodeVelocity(velocity, outColor);
|
|
|
|
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
|
|
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
|
|
if (forceNoMotion)
|
|
outColor = float4(0.0, 0.0, 0.0, 0.0);
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
}
|