FiE-Game/Assets/Cinematic Effects/MotionBlur/Resources/ReprojectionVectors.shader

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Shader "Hidden/Amplify Motion/ReprojectionVectors" {
Properties {
_MainTex ("-", 2D) = "" {}
}
SubShader {
Cull Off ZTest Always ZWrite Off Blend Off Fog { Mode Off }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv_rt : TEXCOORD1;
};
sampler2D _CameraDepthTexture;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4x4 _AM_MATRIX_CURR_REPROJ;
float _AM_MOTION_SCALE;
float _AM_MIN_VELOCITY;
float _AM_MAX_VELOCITY;
float _AM_RCP_TOTAL_VELOCITY;
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul( UNITY_MATRIX_MVP, v.vertex );
o.uv = v.texcoord.xy;
o.uv_rt = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if ( _MainTex_TexelSize.y < 0 )
o.uv_rt.y = 1 - o.uv_rt.y;
#endif
return o;
}
half4 frag( v2f i ) : SV_Target
{
float d = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv_rt );
#if defined( SHADER_API_OPENGL ) || defined( SHADER_API_GLES ) || defined( SHADER_API_GLES3 )
float4 pos_curr = float4( float3( i.uv.xy, d ) * 2 - 1, 1 );
#else
float4 pos_curr = float4( i.uv.xy * 2 - 1, d, 1 );
#endif
// 1) unproject to world; 2) reproject into previous ViewProj
float4 pos_prev = mul( _AM_MATRIX_CURR_REPROJ, pos_curr );
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, 0 );
}
ENDCG
}
}
FallBack Off
}