2D-Platformer/Assets/Shaders/Motion.cginc
2022-02-12 12:53:50 +02:00

78 lines
2.4 KiB
HLSL

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