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- #ifndef UNIVERSAL_OBJECT_MOTION_VECTORS_INCLUDED
- #define UNIVERSAL_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 Attributes
- {
- 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 Varyings
- {
- 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
- };
-
- // -------------------------------------
- // 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);
-
- 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));
-
- ApplyMotionVectorZBias(output.positionCS);
-
- return output;
- }
-
- // -------------------------------------
- // Fragment
- float4 frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- #if defined(_ALPHATEST_ON)
- Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
- #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 // UNIVERSAL_OBJECT_MOTION_VECTORS_INCLUDED
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