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70 lines
2.4 KiB

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
}
}
}