Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl
2024-08-26 23:07:20 +03:00

119 lines
3.6 KiB
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
#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