- 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)
66 lines
2.3 KiB
GLSL
66 lines
2.3 KiB
GLSL
#version 450
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const int MAX_LIGHTS = 4;
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struct Light {
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vec4 direction;
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vec4 color;
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};
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inUV;
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layout(location = 0) out vec2 fragUV;
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layout(location = 1) out vec3 fragNormal;
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layout(location = 2) out vec3 fragWorldPos;
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layout(location = 3) out float fragViewDepth; // CSM:视图深度(级联选择)
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layout(location = 4) out vec2 fragVelocity; // TAA:clip 空间运动向量
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// GPUDriven:模型矩阵从实例缓冲按实例索引取。
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// 同一 mesh 的 N 个实体 = 1 次 drawIndexed(instanceCount=N),
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// draw 侧用 firstInstance 指向该 batch 在实例数组中的起始下标。
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layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer {
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mat4 models[]; // 连续 mat4 数组(16B 对齐,std430/std140 布局一致)
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} objects;
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// 上一帧实例矩阵(与 ObjectBuffer 同下标 = 同一实例的上一帧姿态)
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layout(std430, set = 0, binding = 2) readonly buffer PrevObjectBuffer {
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mat4 prevModels[];
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} prevObjects;
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 proj;
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mat4 lightSpace[3]; // CSM 各级联光空间 VP
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vec4 cascadeSplits; // xyz = 级联 0..2 远边界(视图深度)
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vec4 ambientColor;
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Light lights[MAX_LIGHTS];
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mat4 projNoJitter;
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mat4 prevView;
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mat4 prevProj;
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} ubo;
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void main() {
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mat4 model = objects.models[gl_InstanceIndex];
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vec4 worldPos = model * vec4(inPosition, 1.0);
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gl_Position = ubo.proj * ubo.view * worldPos;
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// ---- TAA velocity:当前帧与上一帧的 clip 空间位置差(UV 空间)----
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// 抖动只进光栅化 gl_Position,不进 velocity(否则抖动本身被当成运动)
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vec4 currClip = ubo.projNoJitter * ubo.view * worldPos;
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vec4 prevWorldPos = prevObjects.prevModels[gl_InstanceIndex] * vec4(inPosition, 1.0);
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vec4 prevClip = ubo.prevProj * ubo.prevView * prevWorldPos;
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fragVelocity = (currClip.xy / currClip.w - prevClip.xy / prevClip.w) * 0.5;
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fragWorldPos = worldPos.xyz;
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// CSM:视图深度(正值,与 cascadeSplits 同尺度)
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fragViewDepth = -(ubo.view * worldPos).z;
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mat3 normalMatrix = mat3(transpose(inverse(model)));
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fragNormal = normalize(normalMatrix * inNormal);
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fragUV = inUV;
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}
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