9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
84 lines
2.9 KiB
Plaintext
84 lines
2.9 KiB
Plaintext
Shader "Hidden/kMotion/CameraMotionVectors"
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{
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SubShader
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{
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Pass
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{
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Cull Off
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ZWrite On
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ZTest Always
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HLSLPROGRAM
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#pragma exclude_renderers d3d11_9x gles
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#pragma target 3.5
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#pragma vertex vert
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#pragma fragment frag
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#if defined(USING_STEREO_MATRICES)
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float4x4 _PrevViewProjMStereo[2];
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#define _PrevViewProjM _PrevViewProjMStereo[unity_StereoEyeIndex]
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#else
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#define _PrevViewProjM _PrevViewProjMatrix
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#endif
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// -------------------------------------
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// Structs
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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 position : SV_POSITION;
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};
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// -------------------------------------
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// Vertex
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Varyings vert(Attributes input)
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{
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Varyings output;
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output.position = GetFullScreenTriangleVertexPosition(input.vertexID);
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return output;
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}
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// -------------------------------------
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// Fragment
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half4 frag(Varyings input, out float outDepth : SV_Depth) : SV_Target
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{
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// Calculate PositionInputs
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half depth = LoadSceneDepth(input.position.xy).x;
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outDepth = depth;
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half2 screenSize = _ScreenSize.zw;
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PositionInputs positionInputs = GetPositionInput(input.position.xy, screenSize, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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// Calculate positions
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float4 previousPositionVP = mul(_PrevViewProjM, float4(positionInputs.positionWS, 1.0));
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float4 positionVP = mul(UNITY_MATRIX_VP, float4(positionInputs.positionWS, 1.0));
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previousPositionVP.xy *= rcp(previousPositionVP.w);
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positionVP.xy *= rcp(positionVP.w);
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// Calculate velocity
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float2 velocity = (positionVP.xy - previousPositionVP.xy);
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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: ((positionVP * 0.5 + 0.5) - (previousPositionVP * 0.5 + 0.5)) = (velocity * 0.5)
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return half4(velocity.xy * 0.5, 0, 0);
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}
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ENDHLSL
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}
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}
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}
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