Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /ObjectMotionVectors.hlsl
| #ifndef UNIVERSAL_OBJECT_MOTION_VECTORS_INCLUDED | |
| #define UNIVERSAL_OBJECT_MOTION_VECTORS_INCLUDED | |
| #pragma target 3.5 | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| //-------------------------------------- | |
| // GPU Instancing | |
| #pragma multi_compile_instancing | |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" | |
| //------------------------------------- | |
| // Other pragmas | |
| #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | |
| // ------------------------------------- | |
| // Includes | |
| #if defined(LOD_FADE_CROSSFADE) | |
| #endif | |
| // ------------------------------------- | |
| // Structs | |
| struct Attributes | |
| { | |
| float4 position : POSITION; | |
| #if _ALPHATEST_ON | |
| float2 uv : TEXCOORD0; | |
| #endif | |
| float3 positionOld : TEXCOORD4; | |
| #if _ADD_PRECOMPUTED_VELOCITY | |
| float3 alembicMotionVector : TEXCOORD5; | |
| #endif | |
| UNITY_VERTEX_INPUT_INSTANCE_ID | |
| }; | |
| struct Varyings | |
| { | |
| float4 positionCS : SV_POSITION; | |
| float4 positionCSNoJitter : POSITION_CS_NO_JITTER; | |
| float4 previousPositionCSNoJitter : PREV_POSITION_CS_NO_JITTER; | |
| #if _ALPHATEST_ON | |
| float2 uv : TEXCOORD0; | |
| #endif | |
| 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); | |
| const VertexPositionInputs vertexInput = GetVertexPositionInputs(input.position.xyz); | |
| #if defined(_ALPHATEST_ON) | |
| output.uv = TRANSFORM_TEX(input.uv, _BaseMap); | |
| #endif | |
| #if defined(APLICATION_SPACE_WARP_MOTION) | |
| // We do not need jittered position in ASW | |
| output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.position));; | |
| output.positionCS = output.positionCSNoJitter; | |
| #else | |
| // Jittered. Match the frame. | |
| output.positionCS = vertexInput.positionCS; | |
| output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.position)); | |
| #endif | |
| float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : input.position; | |
| #if _ADD_PRECOMPUTED_VELOCITY | |
| prevPos = prevPos - float4(input.alembicMotionVector, 0); | |
| #endif | |
| output.previousPositionCSNoJitter = mul(_PrevViewProjMatrix, mul(UNITY_PREV_MATRIX_M, prevPos)); | |
| return output; | |
| } | |
| // ------------------------------------- | |
| // Fragment | |
| float4 frag(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| #if defined(_ALPHATEST_ON) | |
| Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); | |
| #endif | |
| #if defined(LOD_FADE_CROSSFADE) | |
| LODFadeCrossFade(input.positionCS); | |
| #endif | |
| #if defined(APLICATION_SPACE_WARP_MOTION) | |
| return float4(CalcAswNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 1); | |
| #else | |
| return float4(CalcNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 0, 0); | |
| #endif | |
| } | |
| #endif // UNIVERSAL_OBJECT_MOTION_VECTORS_INCLUDED | |