mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
533 lines
13 KiB
Text
533 lines
13 KiB
Text
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/*
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CAMERA MOTION BLUR IMAGE EFFECTS
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Reconstruction Filter:
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Based on "Plausible Motion Blur"
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http://graphics.cs.williams.edu/papers/MotionBlurI3D12/
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CameraMotion:
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Based on Alex Vlacho's technique in
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http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf
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SimpleBlur:
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Straightforward sampling along velocities
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ScatterFromGather:
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Combines Reconstruction with depth of field type defocus
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*/
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Shader "Hidden/CameraMotionBlur" {
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Properties {
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_MainTex ("-", 2D) = "" {}
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_NoiseTex ("-", 2D) = "grey" {}
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_VelTex ("-", 2D) = "black" {}
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_NeighbourMaxTex ("-", 2D) = "black" {}
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_TileTexDebug ("-", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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// 's' in paper (# of samples for reconstruction)
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#define NUM_SAMPLES (11)
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// # samples for valve style blur
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#define MOTION_SAMPLES (16)
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// 'k' in paper
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float _MaxRadiusOrKInPaper;
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static const int SmallDiscKernelSamples = 12;
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static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
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{
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float2(-0.326212,-0.40581),
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float2(-0.840144,-0.07358),
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float2(-0.695914,0.457137),
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float2(-0.203345,0.620716),
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float2(0.96234,-0.194983),
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float2(0.473434,-0.480026),
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float2(0.519456,0.767022),
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float2(0.185461,-0.893124),
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float2(0.507431,0.064425),
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float2(0.89642,0.412458),
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float2(-0.32194,-0.932615),
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float2(-0.791559,-0.59771)
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D_float _CameraDepthTexture;
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sampler2D _VelTex;
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sampler2D _NeighbourMaxTex;
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sampler2D _NoiseTex;
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sampler2D _TileTexDebug;
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float4 _MainTex_TexelSize;
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float4 _CameraDepthTexture_TexelSize;
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float4 _VelTex_TexelSize;
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half4 _MainTex_ST;
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half4 _CameraDepthTexture_ST;
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half4 _VelTex_ST;
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float4x4 _InvViewProj; // inverse view-projection matrix
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float4x4 _PrevViewProj; // previous view-projection matrix
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float4x4 _ToPrevViewProjCombined; // combined
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float4x4 _StereoToPrevViewProjCombined0; // combined stereo versions.
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float4x4 _StereoToPrevViewProjCombined1; // combined stereo versions.
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float _Jitter;
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float _VelocityScale;
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float _DisplayVelocityScale;
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float _MaxVelocity;
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float _MinVelocity;
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float4 _BlurDirectionPacked;
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float _SoftZDistance;
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v2f vert(appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
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return o;
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}
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float4x4 GetPrevViewProjCombined()
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{
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#ifdef UNITY_SINGLE_PASS_STEREO
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return unity_StereoEyeIndex == 0 ? _StereoToPrevViewProjCombined0 : _StereoToPrevViewProjCombined1;
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#else
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return _ToPrevViewProjCombined;
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#endif
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}
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float4 CameraVelocity(v2f i) : SV_Target
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{
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float2 depth_uv = i.uv;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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depth_uv.y = 1 - depth_uv.y;
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#endif
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// read depth
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float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, depth_uv);
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// calculate position from pixel from depth
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float3 clipPos = float3(i.uv.x*2.0-1.0, (i.uv.y)*2.0-1.0, d);
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// only 1 matrix mul:
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float4 prevClipPos = mul(GetPrevViewProjCombined(), float4(clipPos, 1.0));
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prevClipPos.xyz /= prevClipPos.w;
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/*
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float4 ws = mul(_InvViewProj, float4(clipPos, 1.0));
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ws /= ws.w;
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prevClipPos = mul(_PrevViewProj,ws);
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prevClipPos.xyz /= prevClipPos.w;
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*/
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/*
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float2 vel = _VelocityScale *(clipPos.xy - prevClipPos.xy) / 2.f;
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// clamp to maximum velocity (in pixels)
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float maxVel = length(_MainTex_TexelSize.xy*_MaxVelocity);
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if (length(vel) > maxVel) {
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vel = normalize(vel) * maxVel;
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}
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return float4(vel, 0.0, 0.0);
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*/
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float2 vel = _MainTex_TexelSize.zw * _VelocityScale * (clipPos.xy - prevClipPos.xy) / 2.f;
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float vellen = length(vel);
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float maxVel = _MaxVelocity;
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float2 velOut = vel * max(0.5, min(vellen, maxVel)) / (vellen + 1e-2f);
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velOut *= _MainTex_TexelSize.xy;
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return float4(velOut, 0.0, 0.0);
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}
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// vector with largest magnitude
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float2 vmax(float2 a, float2 b)
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{
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float ma = dot(a, a);
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float mb = dot(b, b);
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return (ma > mb) ? a : b;
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}
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// find dominant velocity for each tile
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float4 TileMax(v2f i) : SV_Target
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{
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float2 uvCorner = i.uv - _MainTex_TexelSize.xy * (_MaxRadiusOrKInPaper * 0.5);
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float2 maxvel = float2(0,0);
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float4 baseUv = float4(uvCorner,0,0);
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float4 uvScale = float4(_MainTex_TexelSize.xy, 0, 0);
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for(int l=0; l<(int)_MaxRadiusOrKInPaper; l++)
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{
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for(int k=0; k<(int)_MaxRadiusOrKInPaper; k++)
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{
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maxvel = vmax(maxvel, tex2Dlod(_MainTex, baseUv + float4(l,k,0,0) * uvScale).xy);
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}
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}
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return float4(maxvel, 0, 1);
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}
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// find maximum velocity in any adjacent tile
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float4 NeighbourMax(v2f i) : SV_Target
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{
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float2 x_ = i.uv;
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// to fetch all neighbours, we need 3x3 point filtered samples
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float2 nx = tex2D(_MainTex, x_+float2(1.0, 1.0)*_MainTex_TexelSize.xy).xy;
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nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0, 0.0)*_MainTex_TexelSize.xy).xy);
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nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0,-1.0)*_MainTex_TexelSize.xy).xy);
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nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 1.0)*_MainTex_TexelSize.xy).xy);
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nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 0.0)*_MainTex_TexelSize.xy).xy);
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nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0,-1.0)*_MainTex_TexelSize.xy).xy);
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nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 1.0)*_MainTex_TexelSize.xy).xy);
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nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 0.0)*_MainTex_TexelSize.xy).xy);
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nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0,-1.0)*_MainTex_TexelSize.xy).xy);
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return float4(nx, 0, 0);
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}
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float4 Debug(v2f i) : SV_Target
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{
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return saturate( float4(tex2D(_MainTex, i.uv).x,abs(tex2D(_MainTex, i.uv).y),-tex2D(_MainTex, i.uv).xy) * _DisplayVelocityScale);
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}
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// classification filters
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float cone(float2 px, float2 py, float2 v)
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{
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return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0);
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}
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float cylinder(float2 x, float2 y, float2 v)
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{
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float lv = length(v);
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return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y));
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}
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// is zb closer than za?
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float softDepthCompare(float za, float zb)
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{
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return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0);
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}
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float4 SimpleBlur (v2f i) : SV_Target
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{
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float2 x = i.uv;
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float2 xf = x;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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xf.y = 1 - xf.y;
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#endif
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float2 vx = tex2D(_VelTex, xf).xy; // vel at x
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float4 sum = float4(0, 0, 0, 0);
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for(int l=0; l<NUM_SAMPLES; l++) {
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float t = l / (float) (NUM_SAMPLES - 1);
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t = t-0.5;
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float2 y = x - vx*t;
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float4 cy = tex2D(_MainTex, y);
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sum += cy;
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}
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sum /= NUM_SAMPLES;
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return sum;
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}
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float4 ReconstructFilterBlur(v2f i) : SV_Target
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{
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// uv's
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float2 x = i.uv;
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float2 xf = x;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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xf.y = 1-xf.y;
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#endif
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float2 x2 = xf;
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float2 vn = tex2Dlod(_NeighbourMaxTex, float4(x2,0,0)).xy; // largest velocity in neighbourhood
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float4 cx = tex2Dlod(_MainTex, float4(x,0,0)); // color at x
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float2 vx = tex2Dlod(_VelTex, float4(xf,0,0)).xy; // vel at x
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float zx = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(x,0,0));
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zx = -Linear01Depth(zx);
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// random offset [-0.5, 0.5]
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float j = (tex2Dlod(_NoiseTex, float4(i.uv,0,0) * 11.0f).r*2-1) * _Jitter;
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// sample current pixel
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float weight = 0.75; // <= good start weight choice??
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float4 sum = cx * weight;
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int centerSample = (int)(NUM_SAMPLES-1)/2;
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for(int l=0; l<NUM_SAMPLES; l++)
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{
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float contrib = 1.0f;
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#if SHADER_API_D3D11
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if (l==centerSample) continue; // skip center sample
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#else
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if (l==centerSample) contrib = 0.0f; // skip center sample
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#endif
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float t = lerp(-1.0, 1.0, (l + j) / (-1 + _Jitter + (float)NUM_SAMPLES));
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//float t = lerp(-1.0, 1.0, l / (float)(NUM_SAMPLES - 1));
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float2 y = x + vn * t;
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float2 yf = y;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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yf.y = 1-yf.y;
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#endif
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// velocity at y
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float2 vy = tex2Dlod(_VelTex, float4(yf,0,0)).xy;
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float zy = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(y,0,0));
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zy = -Linear01Depth(zy);
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float f = softDepthCompare(zx, zy);
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float b = softDepthCompare(zy, zx);
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float alphay = b * cone(x, y, vx) + f * cone(y, x, vy) + cylinder(y, x, vy) * cylinder(x, y, vx) * 2.0;
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float4 cy = tex2Dlod(_MainTex, float4(y,0,0));
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sum += cy * alphay * contrib;
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weight += alphay * contrib;
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}
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sum /= weight;
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return sum;
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}
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float4 ReconstructionDiscBlur (v2f i) : SV_Target
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{
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float2 xf = i.uv;
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float2 x = i.uv;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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xf.y = 1 - xf.y;
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#endif
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float2 x2 = xf;
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float2 vn = tex2Dlod(_NeighbourMaxTex, float4(x2,0,0)).xy; // largest velocity in neighbourhood
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float4 cx = tex2Dlod(_MainTex, float4(x,0,0)); // color at x
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float2 vx = tex2Dlod(_VelTex, float4(xf,0,0)).xy; // vel at x
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float4 noise = tex2Dlod(_NoiseTex, float4(i.uv,0,0)*11.0f)*2-1;
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float zx = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(x,0,0));
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zx = -Linear01Depth(zx);
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noise *= _MainTex_TexelSize.xyxy * _Jitter;
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//return abs(blurDir.xyxy)*10 + centerTap;
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float weight = 1.0; // <- maybe tweak this: bluriness amount ...
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float4 sum = cx * weight;
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float4 jitteredDir = vn.xyxy + noise.xyyz;
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#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE)
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jitteredDir = max(abs(jitteredDir.xyxy), _MainTex_TexelSize.xyxy * _MaxVelocity * 0.5) * sign(jitteredDir.xyxy) * float4(1,1,-1,-1);
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#else
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jitteredDir = max(abs(jitteredDir.xyxy), _MainTex_TexelSize.xyxy * _MaxVelocity * 0.15) * sign(jitteredDir.xyxy) * float4(1,1,-1,-1);
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#endif
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for(int l=0; l<SmallDiscKernelSamples; l++)
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{
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float4 y = i.uv.xyxy + jitteredDir.xyxy * SmallDiscKernel[l].xyxy * float4(1,1,-1,-1);
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float4 yf = y;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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yf.yw = 1-yf.yw;
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#endif
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// velocity at y
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float2 vy = tex2Dlod(_VelTex, float4(yf.xy,0,0)).xy;
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float zy = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(y.xy,0,0) );
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zy = -Linear01Depth(zy);
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float f = softDepthCompare(zx, zy);
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float b = softDepthCompare(zy, zx);
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float alphay = b * cone(x, y.xy, vx) + f * cone(y.xy, x, vy) + cylinder(y.xy, x, vy) * cylinder(x, y.xy, vx) * 2.0;
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float4 cy = tex2Dlod(_MainTex, float4(y.xy,0,0));
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sum += cy * alphay;
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weight += alphay;
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#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE)
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vy = tex2Dlod(_VelTex, float4(yf.zw,0,0)).xy;
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zy = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(y.zw,0,0) );
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zy = -Linear01Depth(zy);
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f = softDepthCompare(zx, zy);
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b = softDepthCompare(zy, zx);
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alphay = b * cone(x, y.zw, vx) + f * cone(y.zw, x, vy) + cylinder(y.zw, x, vy) * cylinder(x, y.zw, vx) * 2.0;
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cy = tex2Dlod(_MainTex, float4(y.zw,0,0));
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sum += cy * alphay;
|
||
|
weight += alphay;
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
return sum / weight;
|
||
|
}
|
||
|
|
||
|
float4 MotionVectorBlur (v2f i) : SV_Target
|
||
|
{
|
||
|
float2 x = i.uv;
|
||
|
|
||
|
float2 insideVector = (x*2-1) * float2(1,_MainTex_TexelSize.w/_MainTex_TexelSize.z);
|
||
|
float2 rollVector = float2(insideVector.y, -insideVector.x);
|
||
|
|
||
|
float2 blurDir = _BlurDirectionPacked.x * float2(0,1);
|
||
|
blurDir += _BlurDirectionPacked.y * float2(1,0);
|
||
|
blurDir += _BlurDirectionPacked.z * rollVector;
|
||
|
blurDir += _BlurDirectionPacked.w * insideVector;
|
||
|
blurDir *= _VelocityScale;
|
||
|
|
||
|
// clamp to maximum velocity (in pixels)
|
||
|
float velMag = length(blurDir);
|
||
|
if (velMag > _MaxVelocity) {
|
||
|
blurDir *= (_MaxVelocity / velMag);
|
||
|
velMag = _MaxVelocity;
|
||
|
}
|
||
|
|
||
|
float4 centerTap = tex2D(_MainTex, x);
|
||
|
float4 sum = centerTap;
|
||
|
|
||
|
blurDir *= smoothstep(_MinVelocity * 0.25f, _MinVelocity * 2.5, velMag);
|
||
|
|
||
|
blurDir *= _MainTex_TexelSize.xy;
|
||
|
blurDir /= MOTION_SAMPLES;
|
||
|
|
||
|
for(int i=0; i<MOTION_SAMPLES; i++) {
|
||
|
float4 tap = tex2D(_MainTex, x+i*blurDir);
|
||
|
sum += tap;
|
||
|
}
|
||
|
|
||
|
return sum/(1+MOTION_SAMPLES);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
|
||
|
Subshader {
|
||
|
|
||
|
// pass 0
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite On Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment CameraVelocity
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// pass 1
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment Debug
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// pass 2
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment TileMax
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// pass 3
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment NeighbourMax
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// pass 4
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment ReconstructFilterBlur
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// pass 5
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment SimpleBlur
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// pass 6
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment MotionVectorBlur
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
// pass 7
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off Blend Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment ReconstructionDiscBlur
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Fallback off
|
||
|
}
|