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87 lines
2.2 KiB
87 lines
2.2 KiB
// 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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