74 lines
2.7 KiB
HLSL
74 lines
2.7 KiB
HLSL
#ifndef UNIVERSAL_PIPELINE_MOTIONVECTORSCOMMON_INCLUDED
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#define UNIVERSAL_PIPELINE_MOTIONVECTORSCOMMON_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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// This is required to avoid artifacts ("gaps" in the _MotionVectorTexture) on some platform
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void ApplyMotionVectorZBias(inout float4 positionCS)
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{
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#if defined(UNITY_REVERSED_Z)
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positionCS.z -= unity_MotionVectorsParams.z * positionCS.w;
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#else
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positionCS.z += unity_MotionVectorsParams.z * positionCS.w;
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#endif
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}
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float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS)
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{
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// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
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bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
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if (forceNoMotion)
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return float2(0.0, 0.0);
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// Non-uniform raster needs to keep the posNDC values in float to avoid additional conversions
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// since uv remap functions use floats
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float2 posNDC = posCS.xy * rcp(posCS.w);
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float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w);
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float2 velocity;
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#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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{
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// Convert velocity from NDC space (-1..1) to screen UV 0..1 space since FoveatedRendering remap needs that range.
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float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5);
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float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5);
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// Calculate forward velocity
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velocity = (posUV - prevPosUV);
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#if UNITY_UV_STARTS_AT_TOP
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velocity.y = -velocity.y;
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#endif
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}
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else
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#endif
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{
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// Calculate forward velocity
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velocity = (posNDC.xy - prevPosNDC.xy);
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#if UNITY_UV_STARTS_AT_TOP
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velocity.y = -velocity.y;
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#endif
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// Convert velocity from NDC space (-1..1) to UV 0..1 space
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// Note: It doesn't mean we don't have negative values, we store negative or positive offset in UV space.
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// Note: ((posNDC * 0.5 + 0.5) - (prevPosNDC * 0.5 + 0.5)) = (velocity * 0.5)
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velocity.xy *= 0.5;
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}
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return velocity;
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}
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// Same as CalcNdcMotionVectorFromCsPositions but returns vec3 ndc space motion vector.
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// Also Application SpaceWarp does not support non-uniform foveated rendering so the relevant foveated rendering code is not in this variant.
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float3 CalcAswNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS)
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{
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float3 posNDC = posCS.xyz * rcp(posCS.w);
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float3 prevPosNDC = prevPosCS.xyz * rcp(prevPosCS.w);
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float3 velocity;
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// Calculate forward velocity
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velocity = (posNDC.xyz - prevPosNDC.xyz);
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return velocity;
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}
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#endif
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