# MotionVectors

> Specifies whether motion vectors should be rendered (if possible).

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
MotionVectors = 4
```

### Remarks

When set, the camera renders another pass (after opaque but before Image Effects): First, a full screen pass is rendered to reconstruct screen-space motion from the camera movement, then, any moving objects have a custom pass to render their object-specific motion. The buffer uses the [RenderTextureFormat.RGHalf](/engine/6000.7/script-reference/unityengine/rendertextureformat/rghalf.md) format, so this feature only works on platforms where this format is supported.

Motion vectors capture the per-pixel, screen-space motion of objects from one frame to the next. Use this velocity to reconstruct previous positions, calculate blur for motion blur, or implement temporal anti-aliasing.

To access the generated motion vectors, you can simple read the texture sampler: sampler2D\_half \_CameraMotionVectorsTexture in any opaque Image Effect.

Additional Resources: [Renderer.motionVectorGenerationMode](/engine/6000.7/script-reference/unityengine/renderer/motionvectorgenerationmode.md), [Camera.depthTextureMode](/engine/6000.7/script-reference/unityengine/camera/depthtexturemode.md), [SkinnedMeshRenderer.skinnedMotionVectors](/engine/6000.7/script-reference/unityengine/skinnedmeshrenderer/skinnedmotionvectors.md), [PassType.MotionVectors](/engine/6000.7/script-reference/unityengine/rendering/passtype/motionvectors.md), [SystemInfo.supportsMotionVectors](/engine/6000.7/script-reference/unityengine/systeminfo/supportsmotionvectors.md).
