Hi~
I want to render the object motion velocity buffer in my SRP Pipeline.After reading the HD-Pipeline,I try to implement it with a similar approach RenderObjectsVelocity()
set the camera depthTextureMode to DepthTextureMode.MotionVectors | DepthTextureMode.Depth
set the RendererConfiguration to RendererConfiguration.PerObjectMotionVectors
and render my “MotionVectors” shader pass,i got the buffer rendered successful.But after check the render loop of my pipeline,i found that all of my scene object with the shader which contains the “MotionVectors” is renderering even it is static,i debug the HD-Pipleline,only the moving object is renderer in the stage,what did i missing to get the non-moving object culled ? THX…
Need Help~~ ops…
Hi, I write a bit of documentation here:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/How-motion-vector-work
What you miss is that “Motion Vectors” pass must be disabled by default (i.e only moving object will execute the pass) and that if you do vertex animation, then you need to enable the “Motion Vectors” pass. This is counter-intuitive but is due to builtin Unity constraint and was our workaround…
Em…It works,I really appreciate your replay :)
The document link is invalid now, could you please give a new link?
hello, could i add an new pass after built-in “motion vector pass” ?