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#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
struct VaryingsPassToDS
{
// For Tessellation we currently keep previous world position to only project in the last step to clip space
// No need to keep world position as we will recompute it from the VaryingMesh struct
float3 previousPositionRWS;
};
// Available interpolator start from TEXCOORD8
struct PackedVaryingsPassToDS
{
float3 interpolators0 : TEXCOORD8;
};
PackedVaryingsPassToDS PackVaryingsPassToDS(VaryingsPassToDS input)
{
PackedVaryingsPassToDS output;
output.interpolators0 = input.previousPositionRWS;
return output;
}
VaryingsPassToDS UnpackVaryingsPassToDS(PackedVaryingsPassToDS input)
{
VaryingsPassToDS output;
output.previousPositionRWS = input.interpolators0;
return output;
}
VaryingsPassToDS InterpolateWithBaryCoordsPassToDS(VaryingsPassToDS input0, VaryingsPassToDS input1, VaryingsPassToDS input2, float3 baryCoords)
{
VaryingsPassToDS output;
TESSELLATION_INTERPOLATE_BARY(previousPositionRWS, 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
}
VaryingsType MotionVectorVS_Internal(VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement inputElement
#endif
)
{
// With tessellation we will do following processing after tessellation modification
#ifndef TESSELLATION_ON
MotionVectorPositionZBias(varyingsType);
// Use unjiterred matrix for motion vector
varyingsType.vpass.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(varyingsType.vmesh.positionRWS, 1.0));
#endif // TESSELLATION_ON
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
//Motion vector is enabled in SG but not active in VFX
#if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS
forceNoMotion = true;
#endif
if (forceNoMotion)
{
#ifdef TESSELLATION_ON
// Dummy value, will not be used
varyingsType.vpass.previousPositionRWS = float3(0.0, 0.0, 0.0);
#else
varyingsType.vpass.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
#endif
}
else
{
bool previousPositionCSComputed = false;
float3 effectivePositionOS = (float3)0.0f;
float3 previousPositionRWS = (float3)0.0f;
#if defined(HAVE_VFX_MODIFICATION)
GetMeshAndElementIndex(inputMesh, inputElement);
effectivePositionOS = inputMesh.positionOS; //no skin or morph target in vfx
#else
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS);
#endif
// See _TransparentCameraOnlyMotionVectors in HDCamera.cs
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = varyingsType.vmesh.positionRWS.xyz;
#ifndef TESSELLATION_ON
varyingsType.vpass.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
#endif
previousPositionCSComputed = true;
}
#endif
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(HAVE_VERTEX_MODIFICATION) || defined(_ADD_CUSTOM_VELOCITY) || defined(TESSELLATION_ON) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
if (!previousPositionCSComputed)
{
// previousPositionRWS is only needed for TESSELLATION_ON
varyingsType.vpass.previousPositionCS = VFXGetPreviousClipPosition(inputMesh, inputElement, varyingsType.vpass.positionCS);
previousPositionCSComputed = true;
}
#endif
if (!previousPositionCSComputed)
{
// 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;
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
// Create a dummy value here to avoid modifying the current custom interpolator values when calculting the previous mesh
// Since this value is never being used it should be removed by the shader compiler
VaryingsMeshType dummyVaryingsMesh = (VaryingsMeshType)0;
#endif
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
, dummyVaryingsMesh
#endif
#ifdef HAVE_VFX_MODIFICATION
, inputElement
#endif
);
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(inputMesh.vertexID, previousMesh.positionOS);
#endif
#if defined(HAVE_VFX_MODIFICATION)
// Only handle the VFX case here since it is only used with ShaderGraph (and ShaderGraph always has mesh modification enabled).
previousMesh = VFXTransformMeshToPreviousElement(previousMesh, inputElement);
#endif
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Note that to fetch custom velocity here we must use the inputMesh and not the previousMesh
// in the case the custom velocity depends on the positionOS
// otherwise it will apply two times the modifications.
// However the vertex animation will still be perform correctly as we used previousMesh position
// where we could ahve trouble is if time is used to drive custom velocity, this will not work
previousMesh.positionOS -= GetCustomVelocity(inputMesh
#ifdef HAVE_VFX_MODIFICATION
, inputElement
#endif
);
#endif
#if defined(_ADD_PRECOMPUTED_VELOCITY)
previousMesh.positionOS -= inputPass.precomputedVelocity;
#endif
#if defined(HAVE_VFX_MODIFICATION) && VFX_WORLD_SPACE
//previousMesh.positionOS is already in absolute world space
previousPositionRWS = GetCameraRelativePositionWS(previousMesh.positionOS);
#else
previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#endif // defined(HAVE_VFX_MODIFICATION) && VFX_WORLD_SPACE
#else // HAVE_MESH_MODIFICATION
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
effectivePositionOS -= GetCustomVelocity(inputMesh
#ifdef HAVE_VFX_MODIFICATION
, inputElement
#endif
);
#endif
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputPass.precomputedVelocity;
#endif
previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif // HAVE_MESH_MODIFICATION
#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 TESSELLATION_ON
// With tessellation we will apply the tessellation modification on top of previousPositionRWS
// so don't convert to CS yet.
varyingsType.vpass.previousPositionRWS = previousPositionRWS;
#else
// Final computation from previousPositionRWS (if not already done)
if (!previousPositionCSComputed)
{
varyingsType.vpass.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif
}
return varyingsType;
}
PackedVaryingsType MotionVectorVS(VaryingsType varyingsType, AttributesMesh inputMesh, AttributesPass inputPass
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement inputElement
#endif
)
{
return PackVaryingsType(MotionVectorVS_Internal(varyingsType, inputMesh, inputPass
#ifdef HAVE_VFX_MODIFICATION
, inputElement
#endif
));
}
#if defined(TESSELLATION_ON)
PackedVaryingsToPS MotionVectorTessellation(VaryingsToPS output, VaryingsToDS input)
{
MotionVectorPositionZBias(output);
// Use unjittered matrix for motion vector
output.vpass.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(input.vmesh.positionRWS, 1.0));
// It is not possible to correctly generate the motion vector for tessellated geometry as tessellation parameters can change
// from one frame to another (adaptative, lod) but still better than doing nothing, so we calculate the previous position with
// current frame tessellation parameters
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
//Motion vector is enabled in SG but not active in VFX
#if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS
forceNoMotion = true;
#endif
if (forceNoMotion)
{
output.vpass.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
float3 previousPositionRWS = input.vmesh.positionRWS.xyz;
// Need to apply any tessellation animation to the previous worldspace position, if we want it to show up in the motion vector buffer
#if defined(HAVE_TESSELLATION_MODIFICATION)
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors == 0)
{
#endif
VaryingsMeshToDS previousMesh = input.vmesh;
previousMesh.positionRWS.xyz = input.vpass.previousPositionRWS;
previousMesh = ApplyTessellationModification(previousMesh, _LastTimeParameters.xyz);
previousPositionRWS = previousMesh.positionRWS.xyz;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
}
#endif
#endif
output.vpass.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
return PackVaryingsToPS(output);
}
#endif
#endif