mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-28 08:07:59 +01:00
74 lines
1.9 KiB
Text
74 lines
1.9 KiB
Text
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Shader "Hidden/Amplify Motion/ReprojectionVectors" {
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Properties {
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_MainTex ("-", 2D) = "" {}
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}
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SubShader {
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Cull Off ZTest Always ZWrite Off Blend Off Fog { Mode Off }
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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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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float2 uv_rt : TEXCOORD1;
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};
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sampler2D _CameraDepthTexture;
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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float4x4 _AM_MATRIX_CURR_REPROJ;
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float _AM_MOTION_SCALE;
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float _AM_MIN_VELOCITY;
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float _AM_MAX_VELOCITY;
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float _AM_RCP_TOTAL_VELOCITY;
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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 = mul( UNITY_MATRIX_MVP, v.vertex );
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o.uv = v.texcoord.xy;
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o.uv_rt = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if ( _MainTex_TexelSize.y < 0 )
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o.uv_rt.y = 1 - o.uv_rt.y;
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#endif
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return o;
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}
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half4 frag( v2f i ) : SV_Target
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{
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float d = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv_rt );
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#if defined( SHADER_API_OPENGL ) || defined( SHADER_API_GLES ) || defined( SHADER_API_GLES3 )
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float4 pos_curr = float4( float3( i.uv.xy, d ) * 2 - 1, 1 );
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#else
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float4 pos_curr = float4( i.uv.xy * 2 - 1, d, 1 );
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#endif
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// 1) unproject to world; 2) reproject into previous ViewProj
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float4 pos_prev = mul( _AM_MATRIX_CURR_REPROJ, pos_curr );
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pos_prev = pos_prev / pos_prev.w;
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pos_curr = pos_curr / pos_curr.w;
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half4 motion = ( pos_curr - pos_prev ) * _AM_MOTION_SCALE;
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motion.z = length( motion.xy );
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motion.xy = ( motion.xy / motion.z ) * 0.5f + 0.5f;
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motion.z = ( motion.z < _AM_MIN_VELOCITY ) ? 0 : motion.z;
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motion.z = max( min( motion.z, _AM_MAX_VELOCITY ) - _AM_MIN_VELOCITY, 0 ) * _AM_RCP_TOTAL_VELOCITY;
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return half4( motion.xyz, 0 );
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}
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ENDCG
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}
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}
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FallBack Off
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}
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