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88 lines
2.2 KiB
88 lines
2.2 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 13/Motion Blur With Depth Texture" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BlurSize ("Blur Size", Float) = 1.0
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}
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SubShader {
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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sampler2D _CameraDepthTexture;
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float4x4 _CurrentViewProjectionInverseMatrix;
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float4x4 _PreviousViewProjectionMatrix;
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half _BlurSize;
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struct v2f {
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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half2 uv_depth : TEXCOORD1;
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};
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v2f vert(appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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o.uv_depth = v.texcoord;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv_depth.y = 1 - o.uv_depth.y;
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#endif
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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// Get the depth buffer value at this pixel.
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float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth);
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// H is the viewport position at this pixel in the range -1 to 1.
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float4 H = float4(i.uv.x * 2 - 1, i.uv.y * 2 - 1, d * 2 - 1, 1);
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// Transform by the view-projection inverse.
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float4 D = mul(_CurrentViewProjectionInverseMatrix, H);
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// Divide by w to get the world position.
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float4 worldPos = D / D.w;
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// Current viewport position
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float4 currentPos = H;
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// Use the world position, and transform by the previous view-projection matrix.
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float4 previousPos = mul(_PreviousViewProjectionMatrix, worldPos);
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// Convert to nonhomogeneous points [-1,1] by dividing by w.
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previousPos /= previousPos.w;
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// Use this frame's position and last frame's to compute the pixel velocity.
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float2 velocity = (currentPos.xy - previousPos.xy)/2.0f;
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float2 uv = i.uv;
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float4 c = tex2D(_MainTex, uv);
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uv += velocity * _BlurSize;
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for (int it = 1; it < 3; it++, uv += velocity * _BlurSize) {
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float4 currentColor = tex2D(_MainTex, uv);
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c += currentColor;
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}
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c /= 3;
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return fixed4(c.rgb, 1.0);
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}
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ENDCG
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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FallBack Off
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}
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