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78
Assets/Shaders/Motion.cginc
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78
Assets/Shaders/Motion.cginc
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#include "UnityCG.cginc"
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// Object rendering things
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float4x4 _NonJitteredVP;
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float4x4 _PreviousVP;
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float4x4 _PreviousM;
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bool _HasLastPositionData;
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bool _ForceNoMotion;
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float _MotionVectorDepthBias;
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struct MotionVectorData
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{
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float4 transferPos : TEXCOORD0;
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float4 transferPosOld : TEXCOORD1;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct MotionVertexInput
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{
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float4 vertex : POSITION;
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float3 oldPos : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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MotionVectorData VertMotionVectors(MotionVertexInput v)
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{
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MotionVectorData o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityFlipSprite(v.vertex, _Flip);
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o.pos = UnityObjectToClipPos(o.pos);
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#ifdef PIXELSNAP_ON
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o.pos = UnityPixelSnap (o.pos);
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#endif
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// this works around an issue with dynamic batching
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// potentially remove in 5.4 when we use instancing
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#if defined(UNITY_REVERSED_Z)
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o.pos.z -= _MotionVectorDepthBias * o.pos.w;
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#else
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o.pos.z += _MotionVectorDepthBias * o.pos.w;
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#endif
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o.transferPos = UnityFlipSprite(v.vertex, _Flip);
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o.transferPosOld = UnityFlipSprite(v.vertex, _Flip);
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#if defined(USING_STEREO_MATRICES)
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o.transferPos = mul(_StereoNonJitteredVP[unity_StereoEyeIndex], mul(unity_ObjectToWorld, o.transferPosOld));
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o.transferPosOld = mul(_StereoPreviousVP[unity_StereoEyeIndex], mul(_PreviousM, _HasLastPositionData ? float4(v.oldPos, 1) : o.transferPosOld));
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#else
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o.transferPos = mul(_NonJitteredVP, mul(unity_ObjectToWorld, o.transferPos));
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o.transferPosOld = mul(_PreviousVP, mul(_PreviousM, _HasLastPositionData ? float4(v.oldPos, 1) : o.transferPosOld));
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#endif
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#ifdef PIXELSNAP_ON
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o.transferPos = UnityPixelSnap (o.transferPos);
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o.transferPosOld = UnityPixelSnap (o.transferPos);
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#endif
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return o;
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}
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half4 FragMotionVectors(MotionVectorData i) : SV_Target
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{
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float3 hPos = (i.transferPos.xyz / i.transferPos.w);
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float3 hPosOld = (i.transferPosOld.xyz / i.transferPosOld.w);
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// V is the viewport position at this pixel in the range 0 to 1.
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float2 vPos = (hPos.xy + 1.0f) / 2.0f;
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float2 vPosOld = (hPosOld.xy + 1.0f) / 2.0f;
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#if UNITY_UV_STARTS_AT_TOP
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vPos.y = 1.0 - vPos.y;
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vPosOld.y = 1.0 - vPosOld.y;
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#endif
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half2 uvDiff = vPos - vPosOld;
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return lerp(half4(uvDiff, 0, 1), 0, (half)_ForceNoMotion);
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}
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