#I SUSPECT without looking admittedly so

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sonic scarab
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It turns out in ShaderVariables.hlsl, there's a per-object cbuffer block for the Unity Velocity Pass that contains the previous model matrices

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and in UnityInput.hlsl there's a UnityPerDraw Cbuffer block...

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and there are also references to UNITY_PREV_MATRIX_M in SpaceTransforms.hlsl

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and many, many references to UNITY_PREV_MATRIX_M

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so I think that this matrix is probably set at some point just before rendering the depth/motion vector passes

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but its value is cleared afterwards and I just can't seem to get a hold of it.

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It's frustrating to be so close yet so far

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there's zero documentation anywhere covering these matrices and functions

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zero useful search results anywhere

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nope, I'm done.

torpid mulch
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Wow. And IDK then when/what those previous matrices are applicable to. Is it anything/everything when motion vectors are used? Or what? You mentioned before that you only had it working for skinned mesh renderers exclusively.

Yeah, better docs needed. Sorry I can't be of more help. I had hopes that backtracking the motion vector would be enough for your use case, but having the previous positions and transforms makes much more sense.