#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 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" // ------------------------------------- // 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)); ApplyMotionVectorZBias(output.positionCS); 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