Files
HelloVulkan/shaders/tonemap.frag
T
atdunbg c75832e73e feat: RenderGraph 帧历史资源(ReadHistory)+ TemporalDiff 验证 pass
- PassBuilder::ReadHistory:读上一帧槽位 ((slot-1+F) mod F) 的物理镜像,
  TAA/运动模糊等时域效果的前置能力,RG 最后一个已知边界补齐
- 历史读不建拓扑边(跨帧依赖由同队列提交序保证)、不入本帧状态链、
  不改生命周期;剔除照常参与(生产者存活判定)
- 历史 barrier:首帧走 first(old=Undefined),之后走 steady 且
  src=ALL_COMMANDS|MEMORY_WRITE 显式闭合跨帧可用性+可见性;
  有历史读的资源,常规 entry steady 的 src 同样升级(历史读打破了
  同槽位 fence 全等保前提)
- TemporalDiff 调试 pass:|上一帧−当前帧|×增益,静止=黑/运动边缘发光
  即链路正确;Tonemap binding2 经 push 开关切调试视图
- 编译零错误、validation 零警告、8 秒冒烟通过(9 pass 全活跃)
2026-09-23 13:05:10 +08:00

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#version 450
// Tonemap pass:HDR 线性颜色 → 显示空间。
// 这是显示变换的显式建模(对齐 UE/Unity:HDR SceneColor → tonemapper → UI)。
// ACES = Narkowicz 拟合(线性域映射到 [0,1]),可经 push constant 关闭
// 退回纯 gamma(旧观感);bloom 等后处理在 HDR 域(Tonemap 之前)插 pass。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D hdrImage;
layout(set = 0, binding = 1) uniform sampler2D bloomImage;
layout(set = 0, binding = 2) uniform sampler2D temporalDiffImage; // 帧历史差异(调试视图)
// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
layout(push_constant) uniform PushConstants {
float exposure; // 曝光系数
float aces; // >0.5 启用 ACES 曲线,否则纯 gamma
float bloomStrength; // bloom 叠加强度(0 = 关闭)
float debugView; // >0.5 显示帧历史差异视图(TemporalDiff)
} pc;
vec3 acesFilm(vec3 x) {
return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
}
void main() {
// 调试视图:帧历史差异(静止=黑,运动边缘发光)
if (pc.debugView > 0.5) {
vec3 d = clamp(texture(temporalDiffImage, fragUV).rgb, 0.0, 1.0);
outColor = vec4(pow(d, vec3(1.0 / 2.2)), 1.0);
return;
}
// bloom 在 HDR 域叠加(半分辨率模糊图线性采样上采样)
vec4 hdrTex = texture(hdrImage, fragUV);
vec3 hdr = hdrTex.rgb + texture(bloomImage, fragUV).rgb * pc.bloomStrength;
float alpha = hdrTex.a;
hdr *= pc.exposure;
vec3 mapped = (pc.aces > 0.5)
? acesFilm(hdr)
: clamp(hdr, 0.0, 1.0);
outColor = vec4(pow(mapped, vec3(1.0 / 2.2)) * alpha, alpha);
}