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

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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
}
}
}