Shader "Hidden/kMotion/ObjectMotionVectors" { SubShader { Pass { // Lightmode tag required setup motion vector parameters by C++ (legacy Unity) Tags{ "LightMode" = "MotionVectors" } HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 3.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" // ------------------------------------- // Inputs CBUFFER_START(UnityPerMaterial) float4x4 unity_MatrixPreviousM; //X : Use last frame positions (right now skinned meshes are the only objects that use this //Y : Force No Motion //Z : Z bias value float4 unity_MotionVectorsParams; CBUFFER_END // ------------------------------------- // Structs struct Attributes { float4 position : POSITION; float3 positionOld : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float4 positionVP : TEXCOORD0; float4 previousPositionVP : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // ------------------------------------- // Vertex Varyings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = TransformObjectToHClip(input.position.xyz); // this works around an issue with dynamic batching // potentially remove in 5.4 when we use instancing #if defined(UNITY_REVERSED_Z) output.positionCS.z -= unity_MotionVectorsParams.z * output.positionCS.w; #else output.positionCS.z += unity_MotionVectorsParams.z * output.positionCS.w; #endif output.positionVP = mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, input.position)); output.previousPositionVP = mul(_PrevViewProjMatrix, mul(unity_MatrixPreviousM, unity_MotionVectorsParams.x == 1 ? float4(input.positionOld, 1) : input.position)); return output; } // ------------------------------------- // Fragment half4 frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { return float4(0.0, 0.0, 0.0, 0.0); } // Calculate positions input.positionVP.xy = input.positionVP.xy / input.positionVP.w; input.previousPositionVP.xy = input.previousPositionVP.xy / input.previousPositionVP.w; // Calculate velocity float2 velocity = (input.positionVP.xy - input.previousPositionVP.xy); #if UNITY_UV_STARTS_AT_TOP velocity.y = -velocity.y; #endif // Convert from Clip space (-1..1) to NDC 0..1 space. // Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space. // Note: ((positionCS * 0.5 + 0.5) - (previousPositionCS * 0.5 + 0.5)) = (velocity * 0.5) return float4(velocity.xy * 0.5, 0, 0); } ENDHLSL } } }