UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/CameraMotionVectors.shader

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2024-10-27 10:53:47 +03:00
Shader "Hidden/Universal Render Pipeline/CameraMotionVectors"
{
SubShader
{
Pass
{
Name "Camera Motion Vectors"
Cull Off
ZWrite On
HLSLPROGRAM
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
// -------------------------------------
// Vertex
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
output.positionCS = pos;
output.texcoord = uv;
return output;
}
// -------------------------------------
// Fragment
half4 frag(Varyings input, out float outDepth : SV_Depth) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord;
float depth = LoadSceneDepth(uv * _CameraDepthTexture_TexelSize.zw);
outDepth = depth; // Write depth out unmodified
#if !UNITY_REVERSED_Z
depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(uv).x);
#endif
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
// Get the UVs from non-unifrom space to linear space to determine the right world-space position
uv = RemapFoveatedRenderingNonUniformToLinear(uv);
}
#endif
// Reconstruct world position
float3 posWS = ComputeWorldSpacePosition(uv, depth, UNITY_MATRIX_I_VP);
// Multiply with current and previous non-jittered view projection
float4 posCS = mul(_NonJitteredViewProjMatrix, float4(posWS.xyz, 1.0));
float4 prevPosCS = mul(_PrevViewProjMatrix, float4(posWS.xyz, 1.0));
// 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.
// Also return both position in non-uniform UV space to get the right velocity vector
float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5f + 0.5f);
float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5f + 0.5f);
// Calculate forward velocity
velocity = (posUV - prevPosUV);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
}
else
#endif
{
// Calculate forward velocity
velocity = (posNDC - prevPosNDC);
// TODO: test that velocity.y is correct
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
// Convert velocity from NDC space (-1..1) to screen UV 0..1 space
// Note: It doesn't mean we don't have negative values, we store negative or positive offset in the UV space.
// Note: ((posNDC * 0.5 + 0.5) - (prevPosNDC * 0.5 + 0.5)) = (velocity * 0.5)
velocity.xy *= 0.5;
}
return float4(velocity, 0, 0);
}
ENDHLSL
}
}
}