Make work with astra
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21859bcfb3
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2 changed files with 6338 additions and 4613 deletions
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Shader "Post Processing/Custom Motion Vector Texture"
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{
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Properties
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{
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_MotionTex ("Motion Vector Texture", 2D) = "black" {}
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_MotionAmount ("Motion Vector Multiplier", range (-0.25, 0.25)) = 0
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}
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SubShader
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{
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Pass
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{
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Name "Motion Vectors"
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Tags { "LightMode" = "MotionVectors" }
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ZTest LEqual Cull Back ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment FragMotionVectors
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#include "UnityCG.cginc"
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float4 _MotionValue;
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sampler2D _MotionTex;
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float4 _MotionTex_ST;
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float _MotionAmount;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 transposedTangent : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MotionTex);
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o.normal = UnityObjectToClipPos(v.normal);
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o.normal = o.normal * 0.5 + 0.5;
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o.tangent = mul(UNITY_MATRIX_MV, v.tangent);
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o.transposedTangent = (mul(UNITY_MATRIX_IT_MV, v.tangent)) * 0.5 + 0.5;
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return o;
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}
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float4 FragMotionVectors(v2f i) : SV_Target
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{
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half4 c = tex2D(_MotionTex, i.uv);
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c.rg = (c.rg * 2.0 - 1.0) * _MotionAmount; // Using color texture so need to make 0.5 neutral
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half4 t1 = i.tangent * 0.005; // Sides of tire
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half4 t2 = c * float4(i.transposedTangent.r * 2.0, i.transposedTangent.g * 2.0, 0.0, 1.0); // Front of tire
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half4 t3 = lerp(t2, t1, c.b); // Lerp between front and side of tire
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return t3 * _MotionAmount;
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: 9189229324e2342b8b69f7c1904dceba
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timeCreated: 1479826273
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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