171 lines
5.2 KiB
Plaintext
171 lines
5.2 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/CameraMotionBlur"
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{
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HLSLINCLUDE
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#pragma exclude_renderers gles
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#pragma multi_compile _ _USE_DRAW_PROCEDURAL
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Random.hlsl"
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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/Shaders/PostProcessing/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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TEXTURE2D_X(_SourceTex);
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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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#define _ViewProjM unity_MatrixVP
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#else
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float4x4 _ViewProjM;
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float4x4 _PrevViewProjM;
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#endif
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half _Intensity;
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half _Clamp;
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half4 _SourceSize;
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struct VaryingsCMB
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{
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float4 positionCS : SV_POSITION;
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float4 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsCMB VertCMB(Attributes input)
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{
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VaryingsCMB output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _USE_DRAW_PROCEDURAL
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GetProceduralQuad(input.vertexID, output.positionCS, output.uv.xy);
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#else
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv.xy = input.uv;
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#endif
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float4 projPos = output.positionCS * 0.5;
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projPos.xy = projPos.xy + projPos.w;
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output.uv.zw = projPos.xy;
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return output;
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}
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half2 ClampVelocity(half2 velocity, half maxVelocity)
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{
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half len = length(velocity);
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return (len > 0.0) ? min(len, maxVelocity) * (velocity * rcp(len)) : 0.0;
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}
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// Per-pixel camera velocity
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half2 GetCameraVelocity(float4 uv)
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{
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float depth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv.xy).r;
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#if UNITY_REVERSED_Z
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depth = 1.0 - depth;
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#endif
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depth = 2.0 * depth - 1.0;
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float3 viewPos = ComputeViewSpacePosition(uv.zw, depth, unity_CameraInvProjection);
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float4 worldPos = float4(mul(unity_CameraToWorld, float4(viewPos, 1.0)).xyz, 1.0);
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float4 prevPos = worldPos;
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float4 prevClipPos = mul(_PrevViewProjM, prevPos);
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float4 curClipPos = mul(_ViewProjM, worldPos);
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half2 prevPosCS = prevClipPos.xy / prevClipPos.w;
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half2 curPosCS = curClipPos.xy / curClipPos.w;
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return ClampVelocity(prevPosCS - curPosCS, _Clamp);
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}
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half3 GatherSample(half sampleNumber, half2 velocity, half invSampleCount, float2 centerUV, half randomVal, half velocitySign)
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{
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half offsetLength = (sampleNumber + 0.5h) + (velocitySign * (randomVal - 0.5h));
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float2 sampleUV = centerUV + (offsetLength * invSampleCount) * velocity * velocitySign;
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return SAMPLE_TEXTURE2D_X(_SourceTex, sampler_PointClamp, sampleUV).xyz;
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}
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half4 DoMotionBlur(VaryingsCMB input, int iterations)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = UnityStereoTransformScreenSpaceTex(input.uv.xy);
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half2 velocity = GetCameraVelocity(float4(uv, input.uv.zw)) * _Intensity;
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half randomVal = InterleavedGradientNoise(uv * _SourceSize.xy, 0);
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half invSampleCount = rcp(iterations * 2.0);
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half3 color = 0.0;
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UNITY_UNROLL
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for (int i = 0; i < iterations; i++)
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{
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color += GatherSample(i, velocity, invSampleCount, uv, randomVal, -1.0);
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color += GatherSample(i, velocity, invSampleCount, uv, randomVal, 1.0);
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}
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return half4(color * invSampleCount, 1.0);
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}
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ENDHLSL
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "Camera Motion Blur - Low Quality"
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HLSLPROGRAM
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#pragma vertex VertCMB
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#pragma fragment Frag
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half4 Frag(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 2);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Camera Motion Blur - Medium Quality"
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HLSLPROGRAM
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#pragma vertex VertCMB
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#pragma fragment Frag
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half4 Frag(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 3);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Camera Motion Blur - High Quality"
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HLSLPROGRAM
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#pragma vertex VertCMB
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#pragma fragment Frag
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half4 Frag(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 4);
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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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