161 lines
6.4 KiB
HLSL
161 lines
6.4 KiB
HLSL
// A copy and edited version of Unity6(Unity2023.3)'s motion vector pass hlsl
|
|
|
|
#ifndef NILOTOON_OBJECT_MOTION_VECTORS_INCLUDED
|
|
#define NILOTOON_OBJECT_MOTION_VECTORS_INCLUDED
|
|
|
|
#pragma target 3.5
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
//#pragma multi_compile_instancing
|
|
//#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
|
|
//-------------------------------------
|
|
// Other pragmas
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
|
|
// -------------------------------------
|
|
// Includes
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
|
|
|
|
// -------------------------------------
|
|
// Structs
|
|
struct MotionVectorAttributes
|
|
{
|
|
float4 position : POSITION;
|
|
#if _ALPHATEST_ON
|
|
float2 uv : TEXCOORD0;
|
|
#endif
|
|
float3 positionOld : TEXCOORD4;
|
|
#if _ADD_PRECOMPUTED_VELOCITY
|
|
float3 alembicMotionVector : TEXCOORD5;
|
|
#endif
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct MotionVectorVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 positionCSNoJitter : POSITION_CS_NO_JITTER;
|
|
float4 previousPositionCSNoJitter : PREV_POSITION_CS_NO_JITTER;
|
|
#if _ALPHATEST_ON
|
|
float2 uv : TEXCOORD0;
|
|
#endif
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
float4 TransformPositionCSByNiloFunctions(float4 inputPositionCS, float3 positionWS)
|
|
{
|
|
// if we should not render this material,
|
|
// execute "disable rendering"
|
|
if(ShouldDisableRendering())
|
|
{
|
|
// see [a trick to "delete" any vertex] below to understand what this line does
|
|
inputPositionCS.w = 0;
|
|
return inputPositionCS;
|
|
}
|
|
|
|
// zoffset
|
|
inputPositionCS = NiloGetNewClipPosWithZOffsetVS(inputPositionCS, -(_ZOffset+_PerCharZOffset));
|
|
|
|
// perspective removal
|
|
inputPositionCS = NiloDoPerspectiveRemoval(inputPositionCS,positionWS,_NiloToonGlobalPerCharHeadBonePosWSArray[_CharacterID],_PerspectiveRemovalRadius,_PerspectiveRemovalAmount, _PerspectiveRemovalStartHeight, _PerspectiveRemovalEndHeight);
|
|
|
|
return inputPositionCS;
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Vertex
|
|
MotionVectorVaryings vert(MotionVectorAttributes input)
|
|
{
|
|
MotionVectorVaryings output = (MotionVectorVaryings)0;
|
|
|
|
// to support GPU instancing and Single Pass Stereo rendering(VR), add the following section
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
UNITY_SETUP_INSTANCE_ID(input); // will turn into this in non OpenGL / non PSSL -> UnitySetupInstanceID(input.instanceID);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output); // will turn into this in non OpenGL / non PSSL -> output.instanceID = input.instanceID;
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // will turn into this in non OpenGL / non PSSL -> output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex;
|
|
//------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
const VertexPositionInputs vertexInput = GetVertexPositionInputs(input.position.xyz);
|
|
|
|
#if defined(_ALPHATEST_ON)
|
|
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
|
|
#endif
|
|
|
|
#if defined(APLICATION_SPACE_WARP_MOTION)
|
|
// We do not need jittered position in ASW
|
|
output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.position));;
|
|
output.positionCS = output.positionCSNoJitter;
|
|
#else
|
|
// Jittered. Match the frame.
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.position));
|
|
#endif
|
|
|
|
float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : input.position;
|
|
|
|
#if _ADD_PRECOMPUTED_VELOCITY
|
|
prevPos = prevPos - float4(input.alembicMotionVector, 0);
|
|
#endif
|
|
|
|
output.previousPositionCSNoJitter = mul(_PrevViewProjMatrix, mul(UNITY_PREV_MATRIX_M, prevPos));
|
|
|
|
// NiloToon added: edit all positionCS by NiloToon functions that affect motion vector pass
|
|
//---------------------------------------------------------------------------------
|
|
// enabled due to final quality is much more stable, this is required when user use dither/dissolve/enable rendering, else character area(without character rendering) will be distorted
|
|
output.positionCS = TransformPositionCSByNiloFunctions(output.positionCS, vertexInput.positionWS);
|
|
|
|
// disabled due to final quality actually reduced, maybe it is not a good idea to edit "no jitter positionCS"
|
|
//output.positionCSNoJitter = TransformPositionCSByNiloFunctions(output.positionCSNoJitter, vertexInput.positionWS);
|
|
//output.previousPositionCSNoJitter = TransformPositionCSByNiloFunctions(output.previousPositionCSNoJitter, mul(UNITY_PREV_MATRIX_M, prevPos));
|
|
//---------------------------------------------------------------------------------
|
|
|
|
return output;
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Fragment
|
|
float4 frag(MotionVectorVaryings input) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined(_ALPHATEST_ON)
|
|
|
|
// URP original:
|
|
//Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); // TODO: use GetCombinedBaseColor()
|
|
|
|
// Nilo implementation:
|
|
Varyings varings = (Varyings)0;
|
|
UVData uvData = (UVData)0;
|
|
uvData.allUVs[0] = input.uv; // TODO: send all UVs
|
|
half4 baseColor = GetFinalBaseColor(varings,uvData,1);
|
|
DoClipTestToTargetAlphaValue(baseColor.a);
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade(input.positionCS);
|
|
#endif
|
|
|
|
#if defined(APLICATION_SPACE_WARP_MOTION)
|
|
return float4(CalcAswNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 1);
|
|
#else
|
|
return float4(CalcNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 0, 0);
|
|
#endif
|
|
}
|
|
|
|
|
|
#endif // NILOTOON_OBJECT_MOTION_VECTORS_INCLUDED
|