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Post Process Volume CustomPostProcessMotionVector is unable to load."); + } + + public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination) + { + if (m_Material == null) + return; + + m_Material.SetFloat("_Intensity", intensity.value); + cmd.Blit(source, destination, m_Material, 0); + } + + public override void Cleanup() + { + CoreUtils.Destroy(m_Material); + } +} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.cs.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.cs.meta new file mode 100644 index 00000000000..d1ae84b176c --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0036e34f10126b9449b148106ef4484b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.shader new file mode 100644 index 00000000000..67f74856f98 --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.shader @@ -0,0 +1,81 @@ +Shader "Hidden/Shader/CustomPostProcessMotionVector" +{ + Properties + { + // This property is necessary to make the CommandBuffer.Blit bind the source texture to _MainTex + _MainTex("Main Texture", 2DArray) = "grey" {} + } + + HLSLINCLUDE + + #pragma target 4.5 + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl" + + struct Attributes + { + uint vertexID : SV_VertexID; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings Vert(Attributes input) + { + Varyings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID); + return output; + } + + // List of properties to control your post process effect + float _Intensity; + TEXTURE2D_X(_MainTex); + + float4 CustomPostProcess(Varyings input) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + float2 motionVector; + DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_point_clamp_sampler, input.texcoord, 0), motionVector); + + float speed = motionVector.x * 8 + 0.5; // make movement in x more visible + // remap speed to colors + float3 color = saturate(1 - abs(speed*3 - float4(0, 1, 2, 3))).rgb; + + return float4(color, 1); + } + + ENDHLSL + + SubShader + { + Pass + { + Name "CustomPostProcessMotionVector" + + ZWrite Off + ZTest Always + Blend Off + Cull Off + + HLSLPROGRAM + #pragma fragment CustomPostProcess + #pragma vertex Vert + ENDHLSL + } + } + Fallback Off +} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.shader.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.shader.meta new file mode 100644 index 00000000000..45edc77e76f --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/CustomPostProcessMotionVector.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7113cf5f3b6bbf74c9bf6a342dfbcb7f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/Global Volume Profile.asset new file mode 100644 index 00000000000..11fa564030e --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4061_CustomPostProcessMotionVectors/Global Volume Profile.asset @@ -0,0 +1,32 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} + m_Name: Global Volume Profile + m_EditorClassIdentifier: + components: + - 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