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- 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
- }
- }
- }
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