Shader "Hidden/HDRP/CameraMotionVectors" { Properties { [HideInInspector] _StencilRef("_StencilRef", Int) = 128 [HideInInspector] _StencilMask("_StencilMask", Int) = 128 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } void Frag(Varyings input, out float4 outColor : SV_Target0) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float depth = LoadCameraDepth(input.positionCS.xy); PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); float4 worldPos = float4(posInput.positionWS, 1.0); float4 prevPos = worldPos; float4 prevClipPos = mul(UNITY_MATRIX_PREV_VP, prevPos); float4 curClipPos = mul(UNITY_MATRIX_UNJITTERED_VP, worldPos); float2 previousPositionCS = prevClipPos.xy / prevClipPos.w; float2 positionCS = curClipPos.xy / curClipPos.w; // Convert from Clip space (-1..1) to NDC 0..1 space float2 motionVector = (positionCS - previousPositionCS); #ifdef KILL_MICRO_MOVEMENT motionVector.x = abs(motionVector.x) < MICRO_MOVEMENT_THRESHOLD.x ? 0 : motionVector.x; motionVector.y = abs(motionVector.y) < MICRO_MOVEMENT_THRESHOLD.y ? 0 : motionVector.y; #endif motionVector = clamp(motionVector, -1.0f + MICRO_MOVEMENT_THRESHOLD, 1.0f - MICRO_MOVEMENT_THRESHOLD); #if UNITY_UV_STARTS_AT_TOP motionVector.y = -motionVector.y; #endif // Convert motionVector from Clip space (-1..1) to NDC 0..1 space // Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space. // Note: ((positionCS * 0.5 + 0.5) - (previousPositionCS * 0.5 + 0.5)) = (motionVector * 0.5) EncodeMotionVector(motionVector * 0.5, outColor); } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { // We will perform camera motion vector only where there is no object motion vectors Stencil { WriteMask [_StencilMask] ReadMask [_StencilMask] Ref [_StencilRef] Comp NotEqual // This line is intentionally commented, we keep the objectmotionvector information // as it is used to do history rejection for numerous temporal accumulation based effects. // Fail Zero // We won't need the bit anymore. } Cull Off ZWrite Off ZTest Less // Required for XR occlusion mesh optimization HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } } }