#ifndef LIL_PASS_MOTIONVECTOR_INCLUDED #define LIL_PASS_MOTIONVECTOR_INCLUDED #include "lil_common.hlsl" #include "lil_common_appdata.hlsl" //------------------------------------------------------------------------------------------------------------------------------ // Motion Vector float2 lilCalculateMotionVector(float4 positionCS, float4 previousPositionCS) { positionCS.xy = positionCS.xy / LIL_SCREENPARAMS.xy * 2.0 - 1.0; #if UNITY_UV_STARTS_AT_TOP positionCS.y = -positionCS.y; #endif previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w; float2 motionVec = (positionCS.xy - previousPositionCS.xy); float2 microThreshold = 0.01f * _ScreenSize.zw; motionVec.x = abs(motionVec.x) < microThreshold.x ? 0 : motionVec.x; motionVec.y = abs(motionVec.y) < microThreshold.y ? 0 : motionVec.y; motionVec = clamp(motionVec, -1.0f + microThreshold, 1.0f - microThreshold); #if UNITY_UV_STARTS_AT_TOP motionVec.y = -motionVec.y; #endif return motionVec; } //------------------------------------------------------------------------------------------------------------------------------ // Structure #if !defined(LIL_CUSTOM_V2F_MEMBER) #define LIL_CUSTOM_V2F_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7) #endif #define LIL_V2F_POSITION_CS #define LIL_V2F_PREV_POSITION_CS #if defined(LIL_V2F_FORCE_TEXCOORD0) || (LIL_RENDER > 0) #define LIL_V2F_TEXCOORD0 #endif #if defined(LIL_V2F_FORCE_POSITION_OS) || ((LIL_RENDER > 0) && !defined(LIL_LITE) && defined(LIL_FEATURE_DISSOLVE)) #define LIL_V2F_POSITION_OS #endif #if defined(LIL_V2F_FORCE_NORMAL) || defined(WRITE_NORMAL_BUFFER) #define LIL_V2F_NORMAL_WS #endif #if defined(LIL_FUR) #define LIL_V2F_FURLAYER #endif struct v2f { float4 positionCS : SV_POSITION; float4 previousPositionCS : TEXCOORD4; #if defined(LIL_V2F_TEXCOORD0) float2 uv0 : TEXCOORD0; #endif #if defined(LIL_V2F_POSITION_OS) float3 positionOS : TEXCOORD1; #endif #if defined(LIL_V2F_NORMAL_WS) float3 normalWS : TEXCOORD2; #endif #if defined(LIL_FUR) float furLayer : TEXCOORD3; #endif LIL_CUSTOM_V2F_MEMBER(7,8,9,10,11,12,13,14) LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; #if defined(LIL_FUR) #define LIL_V2G_TEXCOORD0 #define LIL_V2G_POSITION_WS #if defined(LIL_V2G_FORCE_NORMAL_WS) || defined(WRITE_NORMAL_BUFFER) #define LIL_V2G_NORMAL_WS #endif #define LIL_V2G_FURVECTOR #define LIL_V2G_VERTEXID #define LIL_V2G_PREV_POSITION_WS struct v2g { float3 positionWS : TEXCOORD0; float2 uv0 : TEXCOORD1; float3 furVector : TEXCOORD2; uint vertexID : TEXCOORD3; #if defined(LIL_V2G_NORMAL_WS) float3 normalWS : TEXCOORD4; #endif float3 previousPositionWS : TEXCOORD5; LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; #elif defined(LIL_ONEPASS_OUTLINE) struct v2g { v2f base; float4 positionCSOL : TEXCOORD5; float4 previousPositionCSOL : TEXCOORD6; }; #endif //------------------------------------------------------------------------------------------------------------------------------ // Shader #if defined(LIL_FUR) #include "lil_common_vert_fur.hlsl" #else #include "lil_common_vert.hlsl" #endif #include "lil_common_frag.hlsl" #if defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target2 #else #define SV_TARGET_NORMAL SV_Target1 #endif void frag(v2f input LIL_VFACE(facing) #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 , out float4 outMotionVector : SV_Target1 #else , out float4 outMotionVector : SV_Target0 #endif #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_TARGET_NORMAL #endif ) { LIL_SETUP_INSTANCE_ID(input); LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); lilFragData fd = lilInitFragData(); BEFORE_UNPACK_V2F OVERRIDE_UNPACK_V2F LIL_COPY_VFACE(fd.facing); #include "lil_common_frag_alpha.hlsl" float2 motionVector = lilCalculateMotionVector(input.positionCS, input.previousPositionCS); outMotionVector = float4(motionVector * 0.5, 0.0, 0.0); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if(forceNoMotion) outMotionVector = float4(2.0, 0.0, 0.0, 0.0); #ifdef WRITE_MSAA_DEPTH depthColor = fd.positionCS.z; #ifdef _ALPHATOMASK_ON #if LIL_RENDER > 0 depthColor.a = saturate((fd.col.a - _Cutoff) / max(fwidth(fd.col.a), 0.0001) + 0.5); #else depthColor.a = 1.0; #endif #endif #endif #if defined(WRITE_NORMAL_BUFFER) fd.N = normalize(input.normalWS); fd.N = fd.facing < (_FlipNormal-1.0) ? -fd.N : fd.N; const float seamThreshold = 1.0 / 1024.0; fd.N.z = CopySign(max(seamThreshold, abs(fd.N.z)), fd.N.z); float2 octNormalWS = PackNormalOctQuadEncode(fd.N); float3 packNormalWS = PackFloat2To888(saturate(octNormalWS * 0.5 + 0.5)); outNormalBuffer = float4(packNormalWS, 1.0); #endif } #if defined(LIL_TESSELLATION) #include "lil_tessellation.hlsl" #endif #endif