104 lines
3.3 KiB
Plaintext
104 lines
3.3 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/XR/XRMotionVector"
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{
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SubShader
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{
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Tags{ "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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Name "XR Camera MotionVectors"
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Cull Off
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ZWrite On
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ColorMask RGBA
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// Stencil test to only fill the pixels that doesn't have object motion data filled by the previous pass.
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Stencil
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{
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WriteMask 1
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ReadMask 1
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Ref 1
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Comp NotEqual
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// Fail Zero
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// Pass Zero
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}
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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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// -------------------------------------
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// Constants
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float _SpaceWarpNDCModifier;
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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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float4 posCS : TEXCOORD0;
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float4 prevPosCS : TEXCOORD1;
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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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output.position = GetFullScreenTriangleVertexPosition(input.vertexID, 1 - UNITY_NEAR_CLIP_VALUE);
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// Reconstruct world position
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// We can use the clip space as is because contrary to the convention mentioned in Common.hlsl (RP Core),
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// this clip space is already Y-up
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float3 posWS = ComputeWorldSpacePosition(output.position, UNITY_MATRIX_I_VP);
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// Multiply with current and previous non-jittered view projection
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output.posCS = mul(_NonJitteredViewProjMatrix, float4(posWS, 1.0));
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output.prevPosCS = mul(_PrevViewProjMatrix, float4(posWS, 1.0));
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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) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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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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float3 posNDC = input.posCS.xyz * rcp(input.posCS.w);
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float3 prevPosNDC = input.prevPosCS.xyz * rcp(input.prevPosCS.w);
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// Calculate forward velocity
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float3 velocity = (posNDC - prevPosNDC);
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#if UNITY_UV_STARTS_AT_TOP
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velocity.y = velocity.y * _SpaceWarpNDCModifier;
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#endif
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return float4(velocity.xyz, 0);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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