feat: TAA 时域抗锯齿(velocity + 邻域 clamp + 子像素抖动)
- Velocity buffer:Forward 第二颜色附件,vertex 计算 clip 空间运动向量 (UBO 尾部追加 projNoJitter/prevView/prevProj;上一帧实例矩阵 SSBO Set0 binding2,与当前实例数组平行对齐——转动的物体速度正确不鬼影) - 子像素抖动:SceneRenderer Halton(2,3)×8 序列,抖动只进光栅化投影 - TAA resolve pass:velocity 反推历史位置 + 3×3 邻域 clamp 去鬼影 + mix(cur,hist,0.9) 时域累积;TAAColor 自引用历史 - RG 历史读补 post-barrier:采样后恢复镜像 resting layout(TAA 的历史 是 ColorAttachment layout,不恢复则下帧 entry oldLayout 脱节) - 管线:Forward(HDR+Velocity) → TAA(TAAColor) → Bloom/Tonemap 改源 TAAColor - 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:
@@ -15,6 +15,7 @@ layout(location = 0) out vec2 fragUV;
|
||||
layout(location = 1) out vec3 fragNormal;
|
||||
layout(location = 2) out vec3 fragWorldPos;
|
||||
layout(location = 3) out vec3 fragLightSpacePos;
|
||||
layout(location = 4) out vec2 fragVelocity; // TAA:clip 空间运动向量
|
||||
|
||||
// GPUDriven:模型矩阵从实例缓冲按实例索引取。
|
||||
// 同一 mesh 的 N 个实体 = 1 次 drawIndexed(instanceCount=N),
|
||||
@@ -23,12 +24,20 @@ layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer {
|
||||
mat4 models[]; // 连续 mat4 数组(16B 对齐,std430/std140 布局一致)
|
||||
} objects;
|
||||
|
||||
// 上一帧实例矩阵(与 ObjectBuffer 同下标 = 同一实例的上一帧姿态)
|
||||
layout(std430, set = 0, binding = 2) readonly buffer PrevObjectBuffer {
|
||||
mat4 prevModels[];
|
||||
} prevObjects;
|
||||
|
||||
layout(set = 0, binding = 0) uniform UniformBufferObject {
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 proj; // 抖动后(光栅化)
|
||||
mat4 lightSpace;
|
||||
vec4 ambientColor;
|
||||
Light lights[MAX_LIGHTS];
|
||||
mat4 projNoJitter; // 未抖动(velocity 当前帧)
|
||||
mat4 prevView; // velocity 上一帧
|
||||
mat4 prevProj;
|
||||
} ubo;
|
||||
|
||||
void main() {
|
||||
@@ -37,6 +46,13 @@ void main() {
|
||||
vec4 worldPos = model * vec4(inPosition, 1.0);
|
||||
gl_Position = ubo.proj * ubo.view * worldPos;
|
||||
|
||||
// ---- TAA velocity:当前帧与上一帧的 clip 空间位置差(UV 空间)----
|
||||
// 抖动只进光栅化 gl_Position,不进 velocity(否则抖动本身被当成运动)
|
||||
vec4 currClip = ubo.projNoJitter * ubo.view * worldPos;
|
||||
vec4 prevWorldPos = prevObjects.prevModels[gl_InstanceIndex] * vec4(inPosition, 1.0);
|
||||
vec4 prevClip = ubo.prevProj * ubo.prevView * prevWorldPos;
|
||||
fragVelocity = (currClip.xy / currClip.w - prevClip.xy / prevClip.w) * 0.5;
|
||||
|
||||
fragWorldPos = worldPos.xyz;
|
||||
// 光空间坐标(含 Vulkan [0,1] 深度重映射,与 shadow pass 写入端共用同一矩阵)
|
||||
fragLightSpacePos = (ubo.lightSpace * worldPos).xyz;
|
||||
@@ -45,4 +61,4 @@ void main() {
|
||||
fragNormal = normalize(normalMatrix * inNormal);
|
||||
|
||||
fragUV = inUV;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user