Shader "Post Processing/Custom Motion Vector Texture" { Properties { _MotionTex ("Motion Vector Texture", 2D) = "black" {} _MotionAmount ("Motion Vector Multiplier", range (-0.25, 0.25)) = 0 } SubShader { Pass { Name "Motion Vectors" Tags { "LightMode" = "MotionVectors" } ZTest LEqual Cull Back ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment FragMotionVectors #include "UnityCG.cginc" float4 _MotionValue; sampler2D _MotionTex; float4 _MotionTex_ST; float _MotionAmount; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 tangent : TANGENT; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 transposedTangent : TEXCOORD1; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MotionTex); o.normal = UnityObjectToClipPos(v.normal); o.normal = o.normal * 0.5 + 0.5; o.tangent = mul(UNITY_MATRIX_MV, v.tangent); o.transposedTangent = (mul(UNITY_MATRIX_IT_MV, v.tangent)) * 0.5 + 0.5; return o; } float4 FragMotionVectors(v2f i) : SV_Target { half4 c = tex2D(_MotionTex, i.uv); c.rg = (c.rg * 2.0 - 1.0) * _MotionAmount; // Using color texture so need to make 0.5 neutral half4 t1 = i.tangent * 0.005; // Sides of tire half4 t2 = c * float4(i.transposedTangent.r * 2.0, i.transposedTangent.g * 2.0, 0.0, 1.0); // Front of tire half4 t3 = lerp(t2, t1, c.b); // Lerp between front and side of tire return t3 * _MotionAmount; } ENDCG } } }