实现原理
核心Shader代码
Shader "Universal Render Pipeline/Dejavu/MotionBlur"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
[HDR]_ScanLineColor("_ScanLineColor (default = 1,1,1,1)", color) = (1,1,1,1)
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4x4 _InverseVPMatrix;
float4x4 _PreInverseVPMatrix;
float _BlurStrength;
float3 _BlurWeight;
CBUFFER_END
sampler2D _MainTex;
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
struct appdata {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 viewRayWorld : TEXCOORD1;
float3 viewRayWorldPre : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
//vertex shader
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
float sceneRawDepth = 1;
float4 ndc = float4(v.uv.x * 2 - 1, v.uv.y * 2 - 1, sceneRawDepth * 2 - 1, 1);
float4 worldPos = mul(_InverseVPMatrix, ndc);
worldPos /= worldPos.w;
o.viewRayWorld = worldPos.xyz - _WorldSpaceCameraPos.xyz;
worldPos = mul(_PreInverseVPMatrix, ndc);
worldPos /= worldPos.w;
o.viewRayWorldPre = worldPos.xyz - _WorldSpaceCameraPos.xyz;
o.uv = v.uv;
return o;
}
//fragment shader
float4 frag(v2f i) : SV_Target
{
float sceneRawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);
float linear01Depth = Linear01Depth(sceneRawDepth, _ZBufferParams);
float3 worldPos = _WorldSpaceCameraPos.xyz + (linear01Depth)*i.viewRayWorld;
float3 worldPosPre = _WorldSpaceCameraPos.xyz + (linear01Depth)*i.viewRayWorldPre;
float2 velocity = (worldPos - worldPosPre).xy * _BlurStrength;
float4 screenTex = tex2D(_MainTex, i.uv);
screenTex += tex2D(_MainTex, i.uv + velocity * 1.0) * _BlurWeight.x;
screenTex += tex2D(_MainTex, i.uv + velocity * 2.0) * _BlurWeight.y;
screenTex += tex2D(_MainTex, i.uv + velocity * 3.0) * _BlurWeight.z;
screenTex /= (1.0 + _BlurWeight.x + _BlurWeight.y + _BlurWeight.z);
return screenTex;
}
ENDHLSL
//开始SubShader
SubShader
{
//Tags {"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
Tags{ "RenderPipeline" = "UniversalPipeline" "RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True" }
LOD 100
ZTest Always Cull Off ZWrite Off
Blend one zero
Pass
{
Name "ReconstructPositionByRay"
//后处理效果一般都是这几个状态
//使用上面定义的vertex和fragment shader
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDHLSL
}
}
//后处理效果一般不给fallback,如果不支持,不显示后处理即可
}
实现效果
工程链接
GitHub - Dejavu0709/StudyForShader 中的MotionBlur文件夹