feat: CSM 级联阴影(3 级联 × 1024²,实用分割 + 纹素对齐)

- SceneRenderer::ComputeCascades:相机视锥实用分割(λ=0.6)→ 反投影
  取切片角点 → 光空间 AABB 拟合 → 纹素对齐(消除相机移动时阴影边缘
  闪烁)→ [0,1] 深度重映射
- Shadow pass 单 pass 渲 3 个 region,每级联 push 各自光空间 VP
- Forward:UBO lightSpace[3]+cascadeSplits(视图深度选级联),Set2
  三张级联图按 binding 0/1/2 采样;vertex 输出 fragViewDepth
- 光源视锥剔除用最远级联(覆盖全阴影范围);双视锥独立剔除铁律保留
- 旧单张 2048 全场景图退役;近处级联分辨率 ~128px/unit(约 2× 提升)
- 编译零错误、validation 零警告、8 秒冒烟通过(10 pass 全活跃)
This commit is contained in:
2026-09-23 13:48:43 +08:00
parent 27b7f8785c
commit 0328d4aaeb
13 changed files with 250 additions and 141 deletions
+5 -1
View File
@@ -146,7 +146,11 @@ namespace Engine::Passes
.Write(m_HDRColor, RG::ResourceUse::ColorAttachment)
.Write(m_Velocity, RG::ResourceUse::ColorAttachment)
.Write(m_Depth, RG::ResourceUse::DepthAttachment)
.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
.Read(m_ShadowMaps[0], RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Read(m_ShadowMaps[1], RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment)
.Read(m_ShadowMaps[2], RG::ResourceUse::ShaderRead,
vk::ShaderStageFlagBits::eFragment);
}