FiE-Game/Assets/Cinematic Effects/MotionBlur/Resources/Shared.cginc

60 lines
1.8 KiB
HLSL
Raw Permalink Normal View History

// Amplify Motion - Full-scene Motion Blur for Unity Pro
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
#ifndef AMPLIFY_MOTION_SHARED_INCLUDED
#define AMPLIFY_MOTION_SHARED_INCLUDED
#include "UnityCG.cginc"
sampler2D _CameraDepthTexture;
float4x4 _AM_MATRIX_PREV_MVP;
float4 _AM_ZBUFFER_PARAMS;
float _AM_OBJECT_ID;
float _AM_MOTION_SCALE;
float _AM_MIN_VELOCITY;
float _AM_MAX_VELOCITY;
float _AM_RCP_TOTAL_VELOCITY;
sampler2D _AM_PREV_VERTEX_TEX;
sampler2D _AM_CURR_VERTEX_TEX;
float4 _AM_VERTEX_TEXEL_SIZE;
float4 _AM_VERTEX_TEXEL_HALFSIZE;
inline bool DepthTest( float4 screen_pos )
{
const float epsilon = 0.001f;
float3 uv = screen_pos.xyz / screen_pos.w;
float behind = SAMPLE_DEPTH_TEXTURE_PROJ( _CameraDepthTexture, screen_pos );
#if defined( SHADER_API_OPENGL ) || defined( SHADER_API_GLES ) || defined( SHADER_API_GLES3 )
float front = uv.z * 0.5 + 0.5;
#else
float front = uv.z;
#endif
return ( behind >= front - epsilon );
}
inline half4 SolidMotionVector( half4 pos_prev, half4 pos_curr, half obj_id )
{
pos_prev = pos_prev / pos_prev.w;
pos_curr = pos_curr / pos_curr.w;
half4 motion = ( pos_curr - pos_prev ) * _AM_MOTION_SCALE;
motion.z = length( motion.xy );
motion.xy = ( motion.xy / motion.z ) * 0.5f + 0.5f;
motion.z = ( motion.z < _AM_MIN_VELOCITY ) ? 0 : motion.z;
motion.z = max( min( motion.z, _AM_MAX_VELOCITY ) - _AM_MIN_VELOCITY, 0 ) * _AM_RCP_TOTAL_VELOCITY;
return half4( motion.xyz, obj_id );
}
inline half4 DeformableMotionVector( half3 motion, half obj_id )
{
motion.z = length( motion.xy );
motion.xy = ( motion.xy / motion.z ) * 0.5f + 0.5f;
motion.z = ( motion.z < _AM_MIN_VELOCITY ) ? 0 : motion.z;
motion.z = max( min( motion.z, _AM_MAX_VELOCITY ) - _AM_MIN_VELOCITY, 0 ) * _AM_RCP_TOTAL_VELOCITY;
return half4( motion.xyz, obj_id );
}
#endif