[MotionVectors] PrevFrame support for user shader code. #82733
+11
−3
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Hello
Coming from UE4 background, I think providing user shader logic some context regarding VertexShader invocations can be useful for generating correct motion vectors. In unreal this is handled using PreviousFrameSwitch nodes.
We already handle previous frame data related to Time and Node transforms, but it fails to handle cases where vertex deformation might be generated using some other means. This can be reading texture/physics simulation data passed to material etc.
I would like to propose
PREV_FRAME_SWITCH
(boolean) input for Vertex shaders.Changes:
Open to any suggestions/feedback :)
Regards
Amit
Bugsquad edit: