Files
beyond/Assets/ThirdParty/ARTnGAME/kMotion/Shaders/Resources/CameraMotionVectors.shader
2024-11-20 15:21:28 +01:00

80 lines
2.8 KiB
Plaintext

Shader "Hidden/kMotion/CameraMotionVectors"
{
SubShader
{
Pass
{
Cull Off
ZWrite Off
ZTest Always
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// -------------------------------------
// Inputs
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
// -------------------------------------
// Structs
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 position : SV_POSITION;
};
// -------------------------------------
// Vertex
Varyings vert(Attributes input)
{
Varyings output;
output.position = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
// -------------------------------------
// Fragment
half4 frag(Varyings input) : SV_Target
{
// Calculate PositionInputs
half depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.position.xy).x;
half2 screenSize = half2(1/_ScreenParams.x, 1/_ScreenParams.y);
PositionInputs positionInputs = GetPositionInput(input.position.xy, screenSize, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// Calculate positions
float4 previousPositionVP = mul(_PrevViewProjMatrix, float4(positionInputs.positionWS, 1.0));
float4 positionVP = mul(UNITY_MATRIX_VP, float4(positionInputs.positionWS, 1.0));
previousPositionVP.xy = previousPositionVP.xy / previousPositionVP.w;
positionVP.xy = positionVP.xy / positionVP.w;
// Calculate velocity
float2 velocity = (positionVP.xy - previousPositionVP.xy);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
// Convert velocity 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: ((positionVP * 0.5 + 0.5) - (previousPositionVP * 0.5 + 0.5)) = (velocity * 0.5)
return half4(velocity.xy * 0.5, 0, 0);
}
ENDHLSL
}
}
}