forked from BilalY/Rasagar
128 lines
5.0 KiB
Plaintext
128 lines
5.0 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/CameraMotionVectors"
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{
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SubShader
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{
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Pass
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{
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Name "Camera Motion Vectors"
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Cull Off
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ZWrite On
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HLSLPROGRAM
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#pragma target 3.5
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#pragma vertex vert
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#pragma fragment frag
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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// -------------------------------------
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// Structs
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 position : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// -------------------------------------
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// Vertex
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// TODO: Use Core Blitter vert.
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output.position = GetFullScreenTriangleVertexPosition(input.vertexID);
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return output;
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}
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// -------------------------------------
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// Fragment
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half4 frag(Varyings input, out float outDepth : SV_Depth) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.position.xy / _ScaledScreenParams.xy;
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float depth = SampleSceneDepth(uv).x;
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outDepth = depth; // Write depth out unmodified
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#if !UNITY_REVERSED_Z
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depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(uv).x);
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#endif
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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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// Get the UVs from non-unifrom space to linear space to determine the right world-space position
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uv = RemapFoveatedRenderingNonUniformToLinear(uv);
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}
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#endif
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// Reconstruct world position
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float3 posWS = ComputeWorldSpacePosition(uv, depth, UNITY_MATRIX_I_VP);
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// Multiply with current and previous non-jittered view projection
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float4 posCS = mul(_NonJitteredViewProjMatrix, float4(posWS.xyz, 1.0));
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float4 prevPosCS = mul(_PrevViewProjMatrix, float4(posWS.xyz, 1.0));
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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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// Also return both position in non-uniform UV space to get the right velocity vector
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float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5f + 0.5f);
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float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5f + 0.5f);
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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 - prevPosNDC);
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// TODO: test that velocity.y is correct
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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 screen 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 the 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 float4(velocity, 0, 0);
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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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