Firstborn/Library/PackageCache/com.unity.render-pipelines..../Shaders/ObjectMotionVectors.shader
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

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Shader "Hidden/kMotion/ObjectMotionVectors"
{
SubShader
{
Pass
{
// Lightmode tag required setup motion vector parameters by C++ (legacy Unity)
Tags{ "LightMode" = "MotionVectors" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if defined(USING_STEREO_MATRICES)
float4x4 _PrevViewProjMStereo[2];
#define _PrevViewProjM _PrevViewProjMStereo[unity_StereoEyeIndex]
#else
#define _PrevViewProjM _PrevViewProjMatrix
#endif
// -------------------------------------
// Structs
struct Attributes
{
float4 position : POSITION;
float3 positionOld : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 positionVP : TEXCOORD0;
float4 previousPositionVP : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// -------------------------------------
// Vertex
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.position.xyz);
// this works around an issue with dynamic batching
// potentially remove in 5.4 when we use instancing
#if defined(UNITY_REVERSED_Z)
output.positionCS.z -= unity_MotionVectorsParams.z * output.positionCS.w;
#else
output.positionCS.z += unity_MotionVectorsParams.z * output.positionCS.w;
#endif
output.positionVP = mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, input.position));
const float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : input.position;
output.previousPositionVP = mul(_PrevViewProjM, mul(unity_MatrixPreviousM, prevPos));
return output;
}
// -------------------------------------
// Fragment
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
return float4(0.0, 0.0, 0.0, 0.0);
}
// Calculate positions
float4 posVP = input.positionVP;
float4 prevPosVP = input.previousPositionVP;
posVP.xy *= rcp(posVP.w);
prevPosVP.xy *= rcp(prevPosVP.w);
// Calculate velocity
float2 velocity = (posVP.xy - prevPosVP.xy);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
// Convert from Clip space (-1..1) to NDC 0..1 space.
// Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space.
// Note: ((positionCS * 0.5 + 0.5) - (previousPositionCS * 0.5 + 0.5)) = (velocity * 0.5)
return float4(velocity.xy * 0.5, 0, 0);
}
ENDHLSL
}
}
}