forked from BilalY/Rasagar
229 lines
7.0 KiB
Plaintext
229 lines
7.0 KiB
Plaintext
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Shader "Hidden/Universal Render Pipeline/CameraMotionBlur"
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{
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HLSLINCLUDE
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#pragma vertex VertCMB
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#pragma fragment FragCMB
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#pragma multi_compile_fragment _ _ENABLE_ALPHA_OUTPUT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Random.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#if defined(USING_STEREO_MATRICES)
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float4x4 _ViewProjMStereo[2];
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float4x4 _PrevViewProjMStereo[2];
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#define _ViewProjM _ViewProjMStereo[unity_StereoEyeIndex]
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#define _PrevViewProjM _PrevViewProjMStereo[unity_StereoEyeIndex]
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#else
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float4x4 _ViewProjM;
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float4x4 _PrevViewProjM;
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#endif
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half _Intensity;
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half _Clamp;
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half4 _SourceSize;
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TEXTURE2D_X(_MotionVectorTexture);
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struct VaryingsCMB
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{
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float4 positionCS : SV_POSITION;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsCMB VertCMB(Attributes input)
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{
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VaryingsCMB output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
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float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
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output.positionCS = pos;
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output.texcoord.xy = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
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float4 projPos = output.positionCS * 0.5;
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projPos.xy = projPos.xy + projPos.w;
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output.texcoord.zw = projPos.xy;
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return output;
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}
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half2 ClampVelocity(half2 velocity, half maxVelocity)
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{
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half len = length(velocity);
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return (len > 0.0) ? min(len, maxVelocity) * (velocity * rcp(len)) : 0.0;
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}
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half2 GetVelocity(float2 uv)
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{
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// Unity motion vectors are forward motion vectors in screen UV space
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half2 offsetUv = SAMPLE_TEXTURE2D_X(_MotionVectorTexture, sampler_LinearClamp, uv).xy;
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return -offsetUv;
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}
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// Per-pixel camera velocity
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half2 GetCameraVelocity(float4 uv)
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{
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#if UNITY_REVERSED_Z
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half depth = SampleSceneDepth(uv.xy).x;
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#else
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half depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(uv.xy).x);
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#endif
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float4 worldPos = float4(ComputeWorldSpacePosition(uv.xy, depth, UNITY_MATRIX_I_VP), 1.0);
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float4 prevClipPos = mul(_PrevViewProjM, worldPos);
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float4 curClipPos = mul(_ViewProjM, worldPos);
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half2 prevPosCS = prevClipPos.xy / prevClipPos.w;
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half2 curPosCS = curClipPos.xy / curClipPos.w;
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// Backwards motion vectors
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half2 velocity = (prevPosCS - curPosCS);
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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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return ClampVelocity(velocity, _Clamp);
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}
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half4 GatherSample(half sampleNumber, half2 velocity, half invSampleCount, float2 centerUV, half randomVal, half velocitySign)
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{
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half offsetLength = (sampleNumber + 0.5h) + (velocitySign * (randomVal - 0.5h));
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float2 sampleUV = centerUV + (offsetLength * invSampleCount) * velocity * velocitySign;
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return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, sampleUV);
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}
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half4 DoMotionBlur(VaryingsCMB input, int iterations, int useMotionVectors)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord.xy);
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half2 velocity;
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if(useMotionVectors == 1)
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{
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velocity = GetVelocity(uv) * _Intensity;
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// Scale back to -1, 1 from 0..1 to match GetCameraVelocity. A workaround to keep existing visual look.
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// TODO: There's bug in GetCameraVelocity, which is using NDC and not UV
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velocity *= 2;
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}
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else
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velocity = GetCameraVelocity(float4(uv, input.texcoord.zw)) * _Intensity;
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half randomVal = InterleavedGradientNoise(uv * _SourceSize.xy, 0);
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half invSampleCount = rcp(iterations * 2.0);
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half4 color = 0.0;
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UNITY_UNROLL
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for (int i = 0; i < iterations; i++)
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{
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color += GatherSample(i, velocity, invSampleCount, uv, randomVal, -1.0);
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color += GatherSample(i, velocity, invSampleCount, uv, randomVal, 1.0);
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}
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#if _ENABLE_ALPHA_OUTPUT
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return color * invSampleCount;
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#else
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// NOTE: Rely on the compiler to eliminate .w computation above
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return half4(color.xyz * invSampleCount, 1.0);
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#endif
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}
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ENDHLSL
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "Camera Motion Blur - Low Quality"
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HLSLPROGRAM
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half4 FragCMB(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 2, 0);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Camera Motion Blur - Medium Quality"
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HLSLPROGRAM
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half4 FragCMB(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 3, 0);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Camera Motion Blur - High Quality"
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HLSLPROGRAM
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half4 FragCMB(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 4, 0);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Camera And Object Motion Blur - Low Quality"
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HLSLPROGRAM
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half4 FragCMB(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 2, 1);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Camera And Object Motion Blur - Medium Quality"
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HLSLPROGRAM
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half4 FragCMB(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 3, 1);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Camera And Object Motion Blur - High Quality"
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HLSLPROGRAM
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half4 FragCMB(VaryingsCMB input) : SV_Target
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{
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return DoMotionBlur(input, 4, 1);
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}
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ENDHLSL
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}
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}
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}
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