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- #ifndef UNIVERSAL_PIPELINE_MOTIONVECTORSCOMMON_INCLUDED
- #define UNIVERSAL_PIPELINE_MOTIONVECTORSCOMMON_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
-
- // This is required to avoid artifacts ("gaps" in the _MotionVectorTexture) on some platform
- void ApplyMotionVectorZBias(inout float4 positionCS)
- {
- #if defined(UNITY_REVERSED_Z)
- positionCS.z -= unity_MotionVectorsParams.z * positionCS.w;
- #else
- positionCS.z += unity_MotionVectorsParams.z * positionCS.w;
- #endif
- }
-
- float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS)
- {
- // 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);
-
- // Non-uniform raster needs to keep the posNDC values in float to avoid additional conversions
- // since uv remap functions use floats
- float2 posNDC = posCS.xy * rcp(posCS.w);
- float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w);
-
- float2 velocity;
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- // Convert velocity from NDC space (-1..1) to screen UV 0..1 space since FoveatedRendering remap needs that range.
- float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5);
- float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5);
-
- // Calculate forward velocity
- velocity = (posUV - prevPosUV);
- #if UNITY_UV_STARTS_AT_TOP
- velocity.y = -velocity.y;
- #endif
- }
- else
- #endif
- {
- // Calculate forward velocity
- velocity = (posNDC.xy - prevPosNDC.xy);
- #if UNITY_UV_STARTS_AT_TOP
- velocity.y = -velocity.y;
- #endif
-
- // Convert velocity from NDC space (-1..1) to UV 0..1 space
- // Note: It doesn't mean we don't have negative values, we store negative or positive offset in UV space.
- // Note: ((posNDC * 0.5 + 0.5) - (prevPosNDC * 0.5 + 0.5)) = (velocity * 0.5)
- velocity.xy *= 0.5;
- }
-
- return velocity;
- }
-
- // Same as CalcNdcMotionVectorFromCsPositions but returns vec3 ndc space motion vector.
- // Also Application SpaceWarp does not support non-uniform foveated rendering so the relevant foveated rendering code is not in this variant.
- float3 CalcAswNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS)
- {
- float3 posNDC = posCS.xyz * rcp(posCS.w);
- float3 prevPosNDC = prevPosCS.xyz * rcp(prevPosCS.w);
-
- float3 velocity;
- // Calculate forward velocity
- velocity = (posNDC.xyz - prevPosNDC.xyz);
-
- return velocity;
- }
- #endif
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