#ifndef MOTION_VEC_VERTEX_COMMON_INCLUDED #define MOTION_VEC_VERTEX_COMMON_INCLUDED // Available semantic start from TEXCOORD4 struct AttributesPass { float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif }; struct VaryingsPassToPS { // Note: Z component is not use currently // This is the clip space position. Warning, do not confuse with the value of positionCS in PackedVarying which is SV_POSITION and store in positionSS float4 positionCS; float4 previousPositionCS; }; // Available interpolator start from TEXCOORD8 struct PackedVaryingsPassToPS { // Note: Z component is not use float3 interpolators0 : TEXCOORD8; float3 interpolators1 : TEXCOORD9; }; PackedVaryingsPassToPS PackVaryingsPassToPS(VaryingsPassToPS input) { PackedVaryingsPassToPS output; output.interpolators0 = float3(input.positionCS.xyw); output.interpolators1 = float3(input.previousPositionCS.xyw); return output; } VaryingsPassToPS UnpackVaryingsPassToPS(PackedVaryingsPassToPS input) { VaryingsPassToPS output; output.positionCS = float4(input.interpolators0.xy, 0.0, input.interpolators0.z); output.previousPositionCS = float4(input.interpolators1.xy, 0.0, input.interpolators1.z); return output; } #ifdef TESSELLATION_ON // Available interpolator start from TEXCOORD4 // Same as ToPS here #define VaryingsPassToDS VaryingsPassToPS #define PackedVaryingsPassToDS PackedVaryingsPassToPS #define PackVaryingsPassToDS PackVaryingsPassToPS #define UnpackVaryingsPassToDS UnpackVaryingsPassToPS VaryingsPassToDS InterpolateWithBaryCoordsPassToDS(VaryingsPassToDS input0, VaryingsPassToDS input1, VaryingsPassToDS input2, float3 baryCoords) { VaryingsPassToDS output; TESSELLATION_INTERPOLATE_BARY(positionCS, baryCoords); TESSELLATION_INTERPOLATE_BARY(previousPositionCS, baryCoords); return output; } #endif // TESSELLATION_ON #ifdef TESSELLATION_ON #define VaryingsPassType VaryingsPassToDS #else #define VaryingsPassType VaryingsPassToPS #endif // We will use custom attributes for this pass #define VARYINGS_NEED_PASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" void MotionVectorPositionZBias(VaryingsToPS input) { #if UNITY_REVERSED_Z input.vmesh.positionCS.z -= unity_MotionVectorsParams.z * input.vmesh.positionCS.w; #else input.vmesh.positionCS.z += unity_MotionVectorsParams.z * input.vmesh.positionCS.w; #endif } PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass) { #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(varyingsType); #endif // It is not possible to correctly generate the motion vector for tesselated geometry as tessellation parameters can change // from one frame to another (adaptative, lod) + in Unity we only receive information for one non tesselated vertex. // So motion vetor will be based on interpolate previous position at vertex level instead. varyingsType.vpass.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(varyingsType.vmesh.positionRWS, 1.0)); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { varyingsType.vpass.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputPass.precomputedVelocity; #endif // Need to apply any vertex animation to the previous worldspace position, if we want it to show up in the motion vector buffer #if defined(HAVE_MESH_MODIFICATION) AttributesMesh previousMesh = inputMesh; previousMesh.positionOS = effectivePositionOS ; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz); float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(inputMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = varyingsType.vmesh.positionRWS.xyz; } #endif varyingsType.vpass.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } return PackVaryingsType(varyingsType); } #endif