├── .gitattributes ├── .gitignore ├── Assets ├── TemporalReprojection.cs ├── TemporalReprojection.cs.meta ├── TemporalReprojection.shader ├── TemporalReprojection.shader.meta ├── Test.meta └── Test │ ├── Material.meta │ ├── Material │ ├── Box.mat │ ├── Box.mat.meta │ ├── Cutout.mat │ ├── Cutout.mat.meta │ ├── Pillar.mat │ ├── Pillar.mat.meta │ ├── Sphere.mat │ ├── Sphere.mat.meta │ ├── UVTest.mat │ └── UVTest.mat.meta │ ├── Test.asset │ ├── Test.asset.meta │ ├── Test.playable │ ├── Test.playable.meta │ ├── Test.unity │ ├── Test.unity.meta │ ├── Texture.meta │ └── Texture │ ├── Cutout.psd │ ├── Cutout.psd.meta │ ├── UVTest.png │ └── UVTest.png.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Code Editors 9 | .idea 10 | .vscode 11 | *.csproj 12 | *.sln 13 | *.swp 14 | *.vcxproj.user 15 | 16 | # Unity 17 | /Library 18 | /Temp 19 | -------------------------------------------------------------------------------- /Assets/TemporalReprojection.cs: -------------------------------------------------------------------------------- 1 | // Temporal reprojection example 2 | // https://github.com/keijiro/TemporalReprojectionTest 3 | 4 | using UnityEngine; 5 | using UnityEngine.Rendering; 6 | using UnityEngine.Rendering.PostProcessing; 7 | 8 | #region Effect settings 9 | 10 | [System.Serializable] 11 | [PostProcess(typeof(TemporalReprojectionRenderer), PostProcessEvent.BeforeStack, "Temporal Reprojection")] 12 | public sealed class TemporalReprojection : PostProcessEffectSettings 13 | { 14 | public FloatParameter motionWeight = new FloatParameter { value = 1 }; 15 | public FloatParameter depthWeight = new FloatParameter { value = 20 }; 16 | public IntParameter sampleInterval = new IntParameter { value = 60 }; 17 | } 18 | 19 | #endregion 20 | 21 | #region Effect renderer 22 | 23 | sealed class TemporalReprojectionRenderer : PostProcessEffectRenderer 24 | { 25 | static class ShaderIDs 26 | { 27 | internal static readonly int DepthWeight = Shader.PropertyToID("_DepthWeight"); 28 | internal static readonly int MotionWeight = Shader.PropertyToID("_MotionWeight"); 29 | internal static readonly int ColorHistory = Shader.PropertyToID("_ColorHistory"); 30 | internal static readonly int PrevMotionDepth = Shader.PropertyToID("_PrevMotionDepth"); 31 | internal static readonly int DeltaTime = Shader.PropertyToID("_DeltaTime"); 32 | } 33 | 34 | RenderTexture _colorHistory; 35 | RenderTexture _prevMotionDepth; 36 | 37 | RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[2]; 38 | 39 | float _prevDeltaTime; 40 | int _frameCount; 41 | 42 | public override void Release() 43 | { 44 | if (_colorHistory != null) 45 | { 46 | RenderTexture.ReleaseTemporary(_colorHistory); 47 | _colorHistory = null; 48 | } 49 | 50 | if (_prevMotionDepth != null) 51 | { 52 | RenderTexture.ReleaseTemporary(_prevMotionDepth); 53 | _prevMotionDepth = null; 54 | } 55 | 56 | base.Release(); 57 | } 58 | 59 | public override DepthTextureMode GetCameraFlags() 60 | { 61 | return DepthTextureMode.MotionVectors | DepthTextureMode.Depth; 62 | } 63 | 64 | public override void Render(PostProcessRenderContext context) 65 | { 66 | var cmd = context.command; 67 | cmd.BeginSample("TemporalReprojection"); 68 | 69 | // First pass: Reprojection from the previous frame 70 | 71 | // Allocate RTs for storing the next frame state. 72 | var newColorHistory = RenderTexture.GetTemporary(context.width, context.height, 0, RenderTextureFormat.ARGBHalf); 73 | var newMotionDepth = RenderTexture.GetTemporary(context.width, context.height, 0, RenderTextureFormat.ARGBHalf); 74 | 75 | _mrt[0] = newColorHistory.colorBuffer; 76 | _mrt[1] = newMotionDepth.colorBuffer; 77 | 78 | // Set the shader uniforms. 79 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/TemporalReprojection")); 80 | 81 | sheet.properties.SetFloat(ShaderIDs.DepthWeight, settings.depthWeight); 82 | sheet.properties.SetFloat(ShaderIDs.MotionWeight, settings.motionWeight); 83 | 84 | if (_colorHistory != null) sheet.properties.SetTexture(ShaderIDs.ColorHistory, _colorHistory); 85 | if (_prevMotionDepth != null) sheet.properties.SetTexture(ShaderIDs.PrevMotionDepth, _prevMotionDepth); 86 | 87 | sheet.properties.SetVector(ShaderIDs.DeltaTime, new Vector2(Time.deltaTime, _prevDeltaTime)); 88 | 89 | // Apply the shader (0:init, 1:update) 90 | var setupPass = (_frameCount++ % Mathf.Max(1, settings.sampleInterval) == 0) ? 0 : 1; 91 | cmd.BlitFullscreenTriangle(context.source, _mrt, newColorHistory.depthBuffer, sheet, setupPass); 92 | 93 | // Second pass: Composition 94 | cmd.BlitFullscreenTriangle(newColorHistory, context.destination, sheet, 2); 95 | 96 | // Discard the previous frame state. 97 | if (_colorHistory != null) RenderTexture.ReleaseTemporary(_colorHistory); 98 | if (_prevMotionDepth != null) RenderTexture.ReleaseTemporary(_prevMotionDepth); 99 | 100 | // Update the internal state. 101 | _colorHistory = newColorHistory; 102 | _prevMotionDepth = newMotionDepth; 103 | _prevDeltaTime = Time.deltaTime; 104 | 105 | cmd.EndSample("TemporalReprojection"); 106 | } 107 | } 108 | 109 | #endregion 110 | -------------------------------------------------------------------------------- /Assets/TemporalReprojection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3ac55b33c4c4384f930ece0e73095d9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TemporalReprojection.shader: -------------------------------------------------------------------------------- 1 | // Temporal reprojection example 2 | // https://github.com/keijiro/TemporalReprojectionTest 3 | 4 | Shader "Hidden/TemporalReprojection" 5 | { 6 | HLSLINCLUDE 7 | 8 | #include "PostProcessing/Shaders/StdLib.hlsl" 9 | #include "PostProcessing/Shaders/Colors.hlsl" 10 | 11 | #define SAMPLE_TEX2D(name, uv) SAMPLE_TEXTURE2D(name, sampler##name, uv) 12 | #define SAMPLE_DEPTH(name, uv) SAMPLE_DEPTH_TEXTURE(name, sampler##name, uv).x 13 | 14 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 15 | TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture); 16 | TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture); 17 | TEXTURE2D_SAMPLER2D(_ColorHistory, sampler_ColorHistory); 18 | TEXTURE2D_SAMPLER2D(_PrevMotionDepth, sampler_PrevMotionDepth); 19 | 20 | float4 _CameraDepthTexture_TexelSize; 21 | 22 | float _DepthWeight; 23 | float _MotionWeight; 24 | float2 _DeltaTime; 25 | 26 | struct FragmentOutput 27 | { 28 | half4 colorHistory : SV_Target0; 29 | half4 motionDepth : SV_Target1; 30 | }; 31 | 32 | // Converts a raw depth value to a linear 0-1 depth value. 33 | float LinearizeDepth(float z) 34 | { 35 | // A little bit complicated to take the current projection mode 36 | // (perspective/orthographic) into account. 37 | float isOrtho = unity_OrthoParams.w; 38 | float isPers = 1.0 - unity_OrthoParams.w; 39 | z *= _ZBufferParams.x; 40 | return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y); 41 | } 42 | 43 | float3 CompareDepth(float3 min_uvd, float2 uv) 44 | { 45 | float d = SAMPLE_DEPTH(_CameraDepthTexture, uv); 46 | return d < min_uvd ? float3(uv, d) : min_uvd; 47 | } 48 | 49 | float2 SearchClosest(float2 uv) 50 | { 51 | float4 duv = _CameraDepthTexture_TexelSize.xyxy * float4(1, 1, -1, 0); 52 | 53 | float3 min_uvd = float3(uv, SAMPLE_DEPTH(_CameraDepthTexture, uv)); 54 | 55 | min_uvd = CompareDepth(min_uvd, uv - duv.xy); 56 | min_uvd = CompareDepth(min_uvd, uv - duv.wy); 57 | min_uvd = CompareDepth(min_uvd, uv - duv.zy); 58 | 59 | min_uvd = CompareDepth(min_uvd, uv + duv.zw); 60 | min_uvd = CompareDepth(min_uvd, uv + duv.xw); 61 | 62 | min_uvd = CompareDepth(min_uvd, uv + duv.zy); 63 | min_uvd = CompareDepth(min_uvd, uv + duv.wy); 64 | min_uvd = CompareDepth(min_uvd, uv + duv.xy); 65 | 66 | return min_uvd.xy; 67 | } 68 | 69 | FragmentOutput FragInitialize(VaryingsDefault i) 70 | { 71 | half4 c = SAMPLE_TEX2D(_MainTex, i.texcoord); 72 | half2 m = SAMPLE_TEX2D(_CameraMotionVectorsTexture, i.texcoord); 73 | half d = LinearizeDepth(SAMPLE_DEPTH(_CameraDepthTexture, i.texcoord)); 74 | 75 | FragmentOutput o; 76 | o.colorHistory = half4(c.rgb, 1); 77 | o.motionDepth = half4(m, d, 0); 78 | return o; 79 | } 80 | 81 | FragmentOutput FragUpdate(VaryingsDefault i) 82 | { 83 | float2 uv1 = i.texcoord; 84 | half2 m1 = SAMPLE_TEX2D(_CameraMotionVectorsTexture, uv1); 85 | half d1 = LinearizeDepth(SAMPLE_DEPTH(_CameraDepthTexture, uv1)); 86 | 87 | float2 uvc1 = SearchClosest(uv1); 88 | half2 mc1 = SAMPLE_TEX2D(_CameraMotionVectorsTexture, uvc1).xy; 89 | 90 | float2 uv0 = uv1 - mc1; 91 | half3 md0 = SAMPLE_TEX2D(_PrevMotionDepth, uv0).xyz; 92 | half4 c0 = SAMPLE_TEX2D(_ColorHistory, uv0); 93 | 94 | // Disocclusion test 95 | float docc = abs(1 - d1 / md0.z) * _DepthWeight; 96 | 97 | // Velocity weighting 98 | float vw = distance(m1 * _DeltaTime.x, md0.xy * _DeltaTime.y) * _MotionWeight; 99 | 100 | // Out of screen test 101 | float oscr = any(uv0 < 0) + any(uv0 > 1); 102 | 103 | float alpha = 1 - saturate(docc + oscr + vw); 104 | 105 | FragmentOutput o; 106 | o.colorHistory = half4(c0.rgb, min(c0.a, alpha)); 107 | o.motionDepth = half4(m1, d1, 0); 108 | return o; 109 | } 110 | 111 | half4 FragComposite(VaryingsDefault i) : SV_Target 112 | { 113 | half4 c = SAMPLE_TEX2D(_MainTex, i.texcoord); 114 | return half4(lerp(half3(1, 0, 0), c.rgb, c.a), 1); 115 | } 116 | 117 | ENDHLSL 118 | 119 | SubShader 120 | { 121 | Cull Off ZWrite Off ZTest Always 122 | Pass 123 | { 124 | HLSLPROGRAM 125 | #pragma vertex VertDefault 126 | #pragma fragment FragInitialize 127 | ENDHLSL 128 | } 129 | Pass 130 | { 131 | HLSLPROGRAM 132 | #pragma vertex VertDefault 133 | #pragma fragment FragUpdate 134 | ENDHLSL 135 | } 136 | Pass 137 | { 138 | HLSLPROGRAM 139 | #pragma vertex VertDefault 140 | #pragma fragment FragComposite 141 | ENDHLSL 142 | } 143 | } 144 | } 145 | -------------------------------------------------------------------------------- /Assets/TemporalReprojection.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07bc43f917ce10b4da9f9e2fb10d6105 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Test.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7848bc490d5f55f4ebec4336035d4810 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | CrashReportingSettings: 11 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 12 | m_Enabled: 0 13 | m_CaptureEditorExceptions: 1 14 | UnityPurchasingSettings: 15 | m_Enabled: 0 16 | m_TestMode: 0 17 | UnityAnalyticsSettings: 18 | m_Enabled: 0 19 | 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It fills low confidence areas with red color, so 11 | basically red indicates ares where reprojection doesn't work. 12 | --------------------------------------------------------------------------------