Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /CameraMotionBlur.shader
| Shader "Hidden/Universal Render Pipeline/CameraMotionBlur" | |
| { | |
| HLSLINCLUDE | |
| #pragma vertex VertCMB | |
| #pragma fragment FragCMB | |
| #pragma multi_compile_fragment _ _ENABLE_ALPHA_OUTPUT | |
| #if defined(USING_STEREO_MATRICES) | |
| float4x4 _ViewProjMStereo[2]; | |
| float4x4 _PrevViewProjMStereo[2]; | |
| #define _ViewProjM _ViewProjMStereo[unity_StereoEyeIndex] | |
| #define _PrevViewProjM _PrevViewProjMStereo[unity_StereoEyeIndex] | |
| #else | |
| float4x4 _ViewProjM; | |
| float4x4 _PrevViewProjM; | |
| #endif | |
| half _Intensity; | |
| half _Clamp; | |
| half4 _SourceSize; | |
| TEXTURE2D_X(_MotionVectorTexture); | |
| struct VaryingsCMB | |
| { | |
| float4 positionCS : SV_POSITION; | |
| float4 texcoord : TEXCOORD0; | |
| UNITY_VERTEX_OUTPUT_STEREO | |
| }; | |
| VaryingsCMB VertCMB(Attributes input) | |
| { | |
| VaryingsCMB output; | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | |
| float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID); | |
| float2 uv = GetFullScreenTriangleTexCoord(input.vertexID); | |
| output.positionCS = pos; | |
| output.texcoord.xy = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv); | |
| float4 projPos = output.positionCS * 0.5; | |
| projPos.xy = projPos.xy + projPos.w; | |
| output.texcoord.zw = projPos.xy; | |
| return output; | |
| } | |
| half2 ClampVelocity(half2 velocity, half maxVelocity) | |
| { | |
| half len = length(velocity); | |
| return (len > 0.0) ? min(len, maxVelocity) * (velocity * rcp(len)) : 0.0; | |
| } | |
| half2 GetVelocity(float2 uv) | |
| { | |
| // Unity motion vectors are forward motion vectors in screen UV space | |
| half2 offsetUv = SAMPLE_TEXTURE2D_X(_MotionVectorTexture, sampler_LinearClamp, uv).xy; | |
| return -offsetUv; | |
| } | |
| // Per-pixel camera velocity | |
| half2 GetCameraVelocity(float4 uv) | |
| { | |
| #if UNITY_REVERSED_Z | |
| half depth = SampleSceneDepth(uv.xy).x; | |
| #else | |
| half depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(uv.xy).x); | |
| #endif | |
| float4 worldPos = float4(ComputeWorldSpacePosition(uv.xy, depth, UNITY_MATRIX_I_VP), 1.0); | |
| float4 prevClipPos = mul(_PrevViewProjM, worldPos); | |
| float4 curClipPos = mul(_ViewProjM, worldPos); | |
| half2 prevPosCS = prevClipPos.xy / prevClipPos.w; | |
| half2 curPosCS = curClipPos.xy / curClipPos.w; | |
| // Backwards motion vectors | |
| half2 velocity = (prevPosCS - curPosCS); | |
| #if UNITY_UV_STARTS_AT_TOP | |
| velocity.y = -velocity.y; | |
| #endif | |
| return ClampVelocity(velocity, _Clamp); | |
| } | |
| half4 GatherSample(half sampleNumber, half2 velocity, half invSampleCount, float2 centerUV, half randomVal, half velocitySign) | |
| { | |
| half offsetLength = (sampleNumber + 0.5h) + (velocitySign * (randomVal - 0.5h)); | |
| float2 sampleUV = centerUV + (offsetLength * invSampleCount) * velocity * velocitySign; | |
| return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, sampleUV); | |
| } | |
| half4 DoMotionBlur(VaryingsCMB input, int iterations, int useMotionVectors) | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord.xy); | |
| half2 velocity; | |
| if(useMotionVectors == 1) | |
| { | |
| velocity = GetVelocity(uv) * _Intensity; | |
| // Scale back to -1, 1 from 0..1 to match GetCameraVelocity. A workaround to keep existing visual look. | |
| // TODO: There's bug in GetCameraVelocity, which is using NDC and not UV | |
| velocity *= 2; | |
| } | |
| else | |
| velocity = GetCameraVelocity(float4(uv, input.texcoord.zw)) * _Intensity; | |
| half randomVal = InterleavedGradientNoise(uv * _SourceSize.xy, 0); | |
| half invSampleCount = rcp(iterations * 2.0); | |
| half4 color = 0.0; | |
| UNITY_UNROLL | |
| for (int i = 0; i < iterations; i++) | |
| { | |
| color += GatherSample(i, velocity, invSampleCount, uv, randomVal, -1.0); | |
| color += GatherSample(i, velocity, invSampleCount, uv, randomVal, 1.0); | |
| } | |
| #if _ENABLE_ALPHA_OUTPUT | |
| return color * invSampleCount; | |
| #else | |
| // NOTE: Rely on the compiler to eliminate .w computation above | |
| return half4(color.xyz * invSampleCount, 1.0); | |
| #endif | |
| } | |
| ENDHLSL | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "Camera Motion Blur - Low Quality" | |
| HLSLPROGRAM | |
| half4 FragCMB(VaryingsCMB input) : SV_Target | |
| { | |
| return DoMotionBlur(input, 2, 0); | |
| } | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Camera Motion Blur - Medium Quality" | |
| HLSLPROGRAM | |
| half4 FragCMB(VaryingsCMB input) : SV_Target | |
| { | |
| return DoMotionBlur(input, 3, 0); | |
| } | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Camera Motion Blur - High Quality" | |
| HLSLPROGRAM | |
| half4 FragCMB(VaryingsCMB input) : SV_Target | |
| { | |
| return DoMotionBlur(input, 4, 0); | |
| } | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Camera And Object Motion Blur - Low Quality" | |
| HLSLPROGRAM | |
| half4 FragCMB(VaryingsCMB input) : SV_Target | |
| { | |
| return DoMotionBlur(input, 2, 1); | |
| } | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Camera And Object Motion Blur - Medium Quality" | |
| HLSLPROGRAM | |
| half4 FragCMB(VaryingsCMB input) : SV_Target | |
| { | |
| return DoMotionBlur(input, 3, 1); | |
| } | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Camera And Object Motion Blur - High Quality" | |
| HLSLPROGRAM | |
| half4 FragCMB(VaryingsCMB input) : SV_Target | |
| { | |
| return DoMotionBlur(input, 4, 1); | |
| } | |
| ENDHLSL | |
| } | |
| } | |
| } | |