using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace DefaultNamespace
{
public class MotionBlurWithDepthTexture : PostEffectBase
{
[SerializeField] private Shader _motionBlurShader;
private Material _motionBlurMaterial;
private Camera _camera;
[Range(0.0f, 1.0f)] public float blurSize = 0.5f;
private Matrix4x4 _previousViewProjectionMatrix;
public Camera MyCamera
{
get
{
if (_camera == null)
_camera = GetComponent<Camera>();
return _camera;
}
}
public Material MotionBlurMaterial
{
get
{
_motionBlurMaterial = CheckShaderAndCreateMaterial(_motionBlurShader, _motionBlurMaterial);
return _motionBlurMaterial;
}
}
private void OnEnable()
{
MyCamera.depthTextureMode |= DepthTextureMode.Depth;
_previousViewProjectionMatrix = MyCamera.projectionMatrix * MyCamera.worldToCameraMatrix;
}
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (MotionBlurMaterial != null)
{
MotionBlurMaterial.SetFloat("_BlurSize", blurSize);
MotionBlurMaterial.SetMatrix("_PreviousViewProjectionMatrix", _previousViewProjectionMatrix);
var currentViewProjectionMatrix = MyCamera.projectionMatrix * MyCamera.worldToCameraMatrix;
var currentViewProjectionInverseMatrix = currentViewProjectionMatrix.inverse;
MotionBlurMaterial.SetMatrix("_CurrentViewProjectionInverseMatrix", currentViewProjectionInverseMatrix);
_previousViewProjectionMatrix = currentViewProjectionMatrix;
Graphics.Blit(src, dest, MotionBlurMaterial);
}
else
{
Graphics.Blit(src, dest);
}
}
}
}
Shader "Hidden/MotionBlurWithDepthTextrue"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
_BlurSize ("Blur Amount", Float) = 1.0
}
SubShader
{
CGINCLUDE
#include <UnityCG.cginc>
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _CameraDepthTexture;
float4x4 _CurrentViewProjectionInverseMatrix;
float4x4 _PreviousViewProjectionMatrix;
float _BlurSize;
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv_depth : TEXCOORD1;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.uv_depth = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv_depth.y = 1 - o.uv_depth.y;
#endif
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth);
float4 H = float4(i.uv.x * 2 - 1, i.uv.y * 2 - 1, d * 2 - 1, 1);
float4 D = mul(_CurrentViewProjectionInverseMatrix, H);
float4 worldPos = D / D.w;
float4 currentPos = H;
float4 previousPos = mul(_PreviousViewProjectionMatrix, worldPos);
previousPos /= previousPos.w;
float2 velocity = (currentPos.xy - previousPos.xy) / 2;
float2 uv = i.uv;
float4 color = tex2D(_MainTex, uv);
uv += velocity * _BlurSize;
for (int it = 1; it < 3; it++)
{
float4 currentColor = tex2D(_MainTex, uv);
color += currentColor;
uv += velocity * _BlurSize;
}
color /= 3;
return fixed4(color.rgb, 1.0);
}
ENDCG
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack off
}