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!
116 lines
4.1 KiB
Plaintext
116 lines
4.1 KiB
Plaintext
Shader "Hidden/kMotion/ObjectMotionVectors"
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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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// Lightmode tag required setup motion vector parameters by C++ (legacy Unity)
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Tags{ "LightMode" = "MotionVectors" }
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 3.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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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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#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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float4 position : POSITION;
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float3 positionOld : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float4 positionVP : TEXCOORD0;
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float4 previousPositionVP : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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 = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = TransformObjectToHClip(input.position.xyz);
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// this works around an issue with dynamic batching
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// potentially remove in 5.4 when we use instancing
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#if defined(UNITY_REVERSED_Z)
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output.positionCS.z -= unity_MotionVectorsParams.z * output.positionCS.w;
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#else
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output.positionCS.z += unity_MotionVectorsParams.z * output.positionCS.w;
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#endif
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output.positionVP = mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, input.position));
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const float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : input.position;
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output.previousPositionVP = mul(_PrevViewProjM, mul(unity_MatrixPreviousM, prevPos));
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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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
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bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
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if (forceNoMotion)
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{
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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// Calculate positions
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float4 posVP = input.positionVP;
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float4 prevPosVP = input.previousPositionVP;
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posVP.xy *= rcp(posVP.w);
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prevPosVP.xy *= rcp(prevPosVP.w);
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// Calculate velocity
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float2 velocity = (posVP.xy - prevPosVP.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 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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return float4(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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