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76 行
2.1 KiB
76 行
2.1 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 "ShaderLibrary/Common.hlsl"
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#include "../ShaderVariables.hlsl"
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#include "../ShaderPass/FragInputs.hlsl"
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#include "../ShaderPass/VaryingMesh.hlsl"
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#include "../ShaderPass/VertMesh.hlsl"
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float4 _CameraPosDiff;
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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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float4 Frag(Varyings input) : SV_Target
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{
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
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UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
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float4 worldPos = float4(posInput.positionWS, 1.0);
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float4 prevPos = worldPos;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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prevPos -= _CameraPosDiff;
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#endif
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float4 prevClipPos = mul(_PrevViewProjMatrix, prevPos);
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float4 curClipPos = mul(_NonJitteredViewProjMatrix, worldPos);
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float2 prevHPos = prevClipPos.xy / prevClipPos.w;
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float2 curHPos = curClipPos.xy / curClipPos.w;
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float2 previousPositionCS = (prevHPos + 1.0) / 2.0;
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float2 positionCS = (curHPos + 1.0) / 2.0;
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#if UNITY_UV_STARTS_AT_TOP
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previousPositionCS.y = 1.0 - previousPositionCS.y;
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positionCS.y = 1.0 - positionCS.y;
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#endif
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return float4(positionCS - previousPositionCS, 0.0, 1.0);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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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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