Pass
{
// Lightmode tag required setup motion vector parameters by C++ (legacy Unity)
Tags{ "LightMode" = "MotionVectors" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// -------------------------------------
// Structs
struct Attributes
{
float4 position : POSITION;
float3 positionOld : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 previousPositionCS : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// -------------------------------------
// Vertex
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.position.xyz);
// this works around an issue with dynamic batching
// potentially remove in 5.4 when we use instancing
#if defined(UNITY_REVERSED_Z)
output.positionCS.z -= unity_MotionVectorsParams.z * output.positionCS.w;
#else
output.positionCS.z += unity_MotionVectorsParams.z * output.positionCS.w;
#endif
const float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : input.position;
output.previousPositionCS = mul(UNITY_MATRIX_VP, mul(unity_MatrixPreviousM, prevPos));
return output;
}
// -------------------------------------
// Fragment
float2 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
//Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
return float2(0.0, 0.0);
}
// Calculate positions
float2 currTCPos = input.positionCS.xy * (_ScreenSize.zw * 2);
float2 prevTCPos = input.previousPositionCS.xy * (_ScreenSize.zw * 2);
return currTCPos.xy;
//return prevTCPos.xy;
}
ENDHLSL
}