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