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

74 lines
2.7 KiB
HLSL

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