#if SHADERPASS != SHADERPASS_MOTION_VECTORS #error SHADERPASS_is_not_correctly_define #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl" #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass) { VaryingsType varyingsType; #ifdef HAVE_VFX_MODIFICATION AttributesElement inputElement; varyingsType.vmesh = VertMesh(inputMesh, inputElement); return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement); #else varyingsType.vmesh = VertMesh(inputMesh); return MotionVectorVS(varyingsType, inputMesh, inputPass); #endif } #ifdef TESSELLATION_ON PackedVaryingsToPS VertTesselation(VaryingsToDS input) { VaryingsToPS output; output.vmesh = VertMeshTesselation(input.vmesh); return MotionVectorTessellation(output, input); } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl" #endif // TESSELLATION_ON #if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target3 #elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target2 #else #define SV_TARGET_NORMAL SV_Target1 #endif // Caution: Motion vector pass is different from Depth prepass, it render normal buffer last instead of decal buffer last // and thus, we force a write of 0 if _DISABLE_DECALS so we always write in the decal buffer. // This is required as we can't make distinction between deferred (write normal buffer) and forward (write normal buffer) // in the context of the motion vector pass. The cost is acceptable as it is only do object with motion vector (usualy skin object) // that most of the time use Forward Material (so are already writing motion vector data). // So note that here unlike for depth prepass we don't check && !defined(_DISABLE_DECALS) void Frag( PackedVaryingsToPS packedInput #ifdef WRITE_MSAA_DEPTH // We need the depth color as SV_Target0 for alpha to coverage , out float4 depthColor : SV_Target0 , out float4 outMotionVector : SV_Target1 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target2 #endif #else // When no MSAA, the motion vector is always the first buffer , out float4 outMotionVector : SV_Target0 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target1 #endif #endif // Normal buffer must be last as it is bind but we can optionally write into it #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_TARGET_NORMAL #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { FragInputs input = UnpackVaryingsToFragInputs(packedInput); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); #ifdef VARYINGS_NEED_POSITION_WS float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #else // Unused float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0 #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass); #ifdef _DEPTHOFFSET_ON inputPass.positionCS.w += builtinData.depthOffset; inputPass.previousPositionCS.w += builtinData.depthOffset; #endif // TODO: How to allow overriden motion vector from GetSurfaceAndBuiltinData ? float2 motionVector = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS); // 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)) = (motionVector * 0.5) EncodeMotionVector(motionVector * 0.5, outMotionVector); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; //Motion vector is enabled in SG but not active in VFX #if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS forceNoMotion = true; #endif // Setting the motionVector to a value more than 2 set as a flag for "force no motion". This is valid because, given that the velocities are in NDC, // a value of >1 can never happen naturally, unless explicitely set. if (forceNoMotion) outMotionVector = float4(2.0, 0.0, 0.0, 0.0); // Depth and Alpha to coverage #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = packedInput.vmesh.positionCS.z; // Alpha channel is used for alpha to coverage depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif // Normal Buffer Processing #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) DecalPrepassData decalPrepassData; // Force a write in decal buffer even if decals are disabled. This is a neutral value which have no impact for later pass #ifdef _DISABLE_DECALS ZERO_INITIALIZE(DecalPrepassData, decalPrepassData); #else // We don't have the right to access SurfaceData in a shaderpass. // However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway // Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway) decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; #endif decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif }