| | |
| | | Shader "Post Processing/Custom Motion Vector Texture" |
| | | { |
| | | Properties |
| | | { |
| | | _MotionTex ("Motion Vector Texture", 2D) = "black" {} |
| | | _MotionAmount ("Motion Vector Multiplier", range (-0.25, 0.25)) = 0 |
| | | } |
| | | SubShader |
| | | { |
| | | Pass |
| | | { |
| | | Name "Motion Vectors" |
| | | Tags { "LightMode" = "MotionVectors" } |
| | | |
| | | ZTest LEqual Cull Back ZWrite On |
| | | |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex vert |
| | | #pragma fragment FragMotionVectors |
| | | #include "UnityCG.cginc" |
| | | |
| | | float4 _MotionValue; |
| | | sampler2D _MotionTex; |
| | | float4 _MotionTex_ST; |
| | | float _MotionAmount; |
| | | |
| | | struct appdata |
| | | { |
| | | float4 vertex : POSITION; |
| | | float2 uv : TEXCOORD0; |
| | | float3 normal : NORMAL; |
| | | float4 tangent : TANGENT; |
| | | }; |
| | | |
| | | struct v2f |
| | | { |
| | | float2 uv : TEXCOORD0; |
| | | float4 vertex : SV_POSITION; |
| | | float3 normal : NORMAL; |
| | | float4 tangent : TANGENT; |
| | | float4 transposedTangent : TEXCOORD1; |
| | | }; |
| | | |
| | | v2f vert (appdata v) |
| | | { |
| | | v2f o; |
| | | o.vertex = UnityObjectToClipPos(v.vertex); |
| | | o.uv = TRANSFORM_TEX(v.uv, _MotionTex); |
| | | o.normal = UnityObjectToClipPos(v.normal); |
| | | o.normal = o.normal * 0.5 + 0.5; |
| | | o.tangent = mul(UNITY_MATRIX_MV, v.tangent); |
| | | o.transposedTangent = (mul(UNITY_MATRIX_IT_MV, v.tangent)) * 0.5 + 0.5; |
| | | return o; |
| | | } |
| | | |
| | | float4 FragMotionVectors(v2f i) : SV_Target |
| | | { |
| | | half4 c = tex2D(_MotionTex, i.uv); |
| | | c.rg = (c.rg * 2.0 - 1.0) * _MotionAmount; // Using color texture so need to make 0.5 neutral |
| | | half4 t1 = i.tangent * 0.005; // Sides of tire |
| | | half4 t2 = c * float4(i.transposedTangent.r * 2.0, i.transposedTangent.g * 2.0, 0.0, 1.0); // Front of tire |
| | | half4 t3 = lerp(t2, t1, c.b); // Lerp between front and side of tire |
| | | return t3 * _MotionAmount; |
| | | } |
| | | |
| | | ENDCG |
| | | } |
| | | } |
| | | } |
| | | Shader "Post Processing/Custom Motion Vector Texture"
|
| | | {
|
| | | Properties
|
| | | {
|
| | | _MotionTex ("Motion Vector Texture", 2D) = "black" {}
|
| | | _MotionAmount ("Motion Vector Multiplier", range (-0.25, 0.25)) = 0
|
| | | }
|
| | | SubShader
|
| | | {
|
| | | Pass
|
| | | {
|
| | | Name "Motion Vectors"
|
| | | Tags { "LightMode" = "MotionVectors" }
|
| | | |
| | | ZTest LEqual Cull Back ZWrite On
|
| | | |
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex vert
|
| | | #pragma fragment FragMotionVectors
|
| | | #include "UnityCG.cginc"
|
| | |
|
| | | float4 _MotionValue;
|
| | | sampler2D _MotionTex;
|
| | | float4 _MotionTex_ST;
|
| | | float _MotionAmount;
|
| | |
|
| | | struct appdata
|
| | | {
|
| | | float4 vertex : POSITION;
|
| | | float2 uv : TEXCOORD0;
|
| | | float3 normal : NORMAL;
|
| | | float4 tangent : TANGENT;
|
| | | };
|
| | |
|
| | | struct v2f
|
| | | {
|
| | | float2 uv : TEXCOORD0;
|
| | | float4 vertex : SV_POSITION;
|
| | | float3 normal : NORMAL;
|
| | | float4 tangent : TANGENT;
|
| | | float4 transposedTangent : TEXCOORD1;
|
| | | };
|
| | |
|
| | | v2f vert (appdata v)
|
| | | {
|
| | | v2f o;
|
| | | o.vertex = UnityObjectToClipPos(v.vertex);
|
| | | o.uv = TRANSFORM_TEX(v.uv, _MotionTex);
|
| | | o.normal = UnityObjectToClipPos(v.normal);
|
| | | o.normal = o.normal * 0.5 + 0.5;
|
| | | o.tangent = mul(UNITY_MATRIX_MV, v.tangent);
|
| | | o.transposedTangent = (mul(UNITY_MATRIX_IT_MV, v.tangent)) * 0.5 + 0.5;
|
| | | return o;
|
| | | }
|
| | | |
| | | float4 FragMotionVectors(v2f i) : SV_Target
|
| | | {
|
| | | half4 c = tex2D(_MotionTex, i.uv);
|
| | | c.rg = (c.rg * 2.0 - 1.0) * _MotionAmount; // Using color texture so need to make 0.5 neutral
|
| | | half4 t1 = i.tangent * 0.005; // Sides of tire
|
| | | half4 t2 = c * float4(i.transposedTangent.r * 2.0, i.transposedTangent.g * 2.0, 0.0, 1.0); // Front of tire
|
| | | half4 t3 = lerp(t2, t1, c.b); // Lerp between front and side of tire
|
| | | return t3 * _MotionAmount;
|
| | | }
|
| | | |
| | | ENDCG
|
| | | }
|
| | | }
|
| | | }
|