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