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:
2026-09-23 13:29:31 +08:00
parent a29aed2803
commit 27b7f8785c
18 changed files with 369 additions and 39 deletions
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#version 450
// TAA resolve:时域抗锯齿。
// 1. velocity 反推历史像素位置,取历史累积色
// 2. 邻域 clamp(3×3 AABB)压制鬼影:历史色超出当前帧邻域范围的部分丢弃
// 3. mix(cur, hist, alpha) 时域累积
// 输出写入 TAAColor,它同时也是下一帧的历史(ReadHistory 自引用)。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D curImage; // 当前帧 HDR
layout(set = 0, binding = 1) uniform sampler2D velocityImage; // 运动向量(UV 空间)
layout(set = 0, binding = 2) uniform sampler2D historyImage; // 上一帧累积结果
// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
layout(push_constant) uniform PushConstants {
float exposure; // 与其它全屏 pass 布局一致(本 pass 不用)
float alpha; // 历史权重(0.9 = 90% 历史)
float param1;
float param2;
} pc;
void main() {
vec4 cur = texture(curImage, fragUV);
vec2 vel = texture(velocityImage, fragUV).xy;
vec2 histUV = fragUV - vel;
vec3 result = cur.rgb;
// 历史采样:越出画面(相机快速平移)直接用当前帧,不累积
if (all(greaterThanEqual(histUV, vec2(0.0))) &&
all(lessThanEqual(histUV, vec2(1.0)))) {
vec3 hist = texture(historyImage, histUV).rgb;
// 邻域 clamp:当前帧 3×3 邻域的 min/max 包围盒
vec2 ts = 1.0 / vec2(textureSize(curImage, 0));
vec3 minC = cur.rgb;
vec3 maxC = cur.rgb;
for (int y = -1; y <= 1; ++y) {
for (int x = -1; x <= 1; ++x) {
vec3 c = texture(curImage, fragUV + vec2(x, y) * ts).rgb;
minC = min(minC, c);
maxC = max(maxC, c);
}
}
vec3 clamped = clamp(hist, minC, maxC);
result = mix(cur.rgb, clamped, pc.alpha);
}
outColor = vec4(result, cur.a);
}