三个运行时开关(Shadows/TAA/Bloom)与 9 种调试视图(Final/ TemporalDiff/HDR/TAAColor/Bloom/Velocity/ShadowMap0-2)。 统一设计:开关状态收敛 FrameSceneData 契约,SceneRenderer 唯一 写入、各 pass 只读(零虚接口路由);调试视图经 tonemap push int 路由已绑定的中间目标(声明超集、运行时零重绑);HDR 域 资源过同一 tonemap 保证观感可比。 - Shadows:ShadowPass lambda 空转 + frag cascadeSplits.w 短路 - TAA:alpha=0 直通 + SceneRenderer 停投影抖动(同一持有者同步) - Bloom:3 子 pass 空转 + tonemap 强度归零 - Renderer 门面 Get/Set 转发,App ImGui 3 Checkbox + Combo - PostProcessParams 瘦身为纯数值参数,showTemporalDiff 被取缔
93 lines
3.9 KiB
GLSL
93 lines
3.9 KiB
GLSL
#version 450
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// Tonemap pass:HDR(+bloom)→ 显示空间,兼调试视图路由上屏。
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// 这是显示变换的显式建模(对齐 UE/Unity:HDR SceneColor → tonemapper → UI)。
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// ACES = Narkowicz 拟合(线性域映射到 [0,1]),可经 push constant 关闭
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// 退回纯 gamma(旧观感)。
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//
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// 调试视图:pc.debugView 整型路由到已绑定的中间目标(绑定超集静态成立,
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// 运行时零重绑)。HDR 域资源过同一套 exposure/tonemap 保证观感可比;
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// LDR 类(velocity/深度)直接可视化。
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layout(location = 0) in vec2 fragUV;
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 0) uniform sampler2D taaImage; // TAA 后 HDR(主输入)
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layout(set = 0, binding = 1) uniform sampler2D bloomImage;
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layout(set = 0, binding = 2) uniform sampler2D temporalDiffImage;
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layout(set = 0, binding = 3) uniform sampler2D rawHdrImage; // Forward 直出(TAA 前)
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layout(set = 0, binding = 4) uniform sampler2D velocityImage;
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layout(set = 0, binding = 5) uniform sampler2D shadowMap0Image; // D32 深度(r 分量)
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layout(set = 0, binding = 6) uniform sampler2D shadowMap1Image;
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layout(set = 0, binding = 7) uniform sampler2D shadowMap2Image;
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// 与 Passes::DebugView 枚举同步(FullscreenGpu.h)
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const int VIEW_FINAL = 0;
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const int VIEW_TEMPORALDIFF = 1;
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const int VIEW_RAW_HDR = 2;
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const int VIEW_TAA = 3;
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const int VIEW_BLOOM = 4;
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const int VIEW_VELOCITY = 5;
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const int VIEW_SHADOW0 = 6;
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const int VIEW_SHADOW1 = 7;
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const int VIEW_SHADOW2 = 8;
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// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
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layout(push_constant) uniform PushConstants {
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float exposure; // 曝光系数
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float aces; // >0.5 启用 ACES 曲线,否则纯 gamma
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float bloomStrength; // bloom 叠加强度(0 = 关闭)
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float debugView; // 调试视图枚举(整型经 float 传)
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} pc;
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vec3 acesFilm(vec3 x) {
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return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
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}
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vec3 tonemap(vec3 hdr) {
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hdr *= pc.exposure;
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vec3 mapped = (pc.aces > 0.5) ? acesFilm(hdr) : clamp(hdr, 0.0, 1.0);
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return pow(mapped, vec3(1.0 / 2.2));
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}
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// 深度可视化:反相(近=白,与调试截图风格一致)
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vec3 depthView(sampler2D depthImage) {
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float d = texture(depthImage, fragUV).r;
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return vec3(pow(1.0 - d, 2.2));
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}
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void main() {
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int view = int(pc.debugView + 0.5);
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// ---- 调试视图路由 ----
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if (view != VIEW_FINAL) {
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switch (view) {
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case VIEW_TEMPORALDIFF: {
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// 帧历史差异:静止=黑,运动边缘发光
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vec3 d = clamp(texture(temporalDiffImage, fragUV).rgb, 0.0, 1.0);
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outColor = vec4(pow(d, vec3(1.0 / 2.2)), 1.0);
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return;
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}
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case VIEW_RAW_HDR: outColor = vec4(tonemap(texture(rawHdrImage, fragUV).rgb), 1.0); return;
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case VIEW_TAA: outColor = vec4(tonemap(texture(taaImage, fragUV).rgb), 1.0); return;
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case VIEW_BLOOM: outColor = vec4(tonemap(texture(bloomImage, fragUV).rgb * 4.0), 1.0); return;
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case VIEW_VELOCITY: {
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// |velocity| × 增益:静止=黑,运动越快越亮
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vec2 vel = texture(velocityImage, fragUV).xy;
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float mag = clamp(length(vel) * 8.0, 0.0, 1.0);
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outColor = vec4(vec3(mag), 1.0);
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return;
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}
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case VIEW_SHADOW0: outColor = vec4(depthView(shadowMap0Image), 1.0); return;
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case VIEW_SHADOW1: outColor = vec4(depthView(shadowMap1Image), 1.0); return;
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case VIEW_SHADOW2: outColor = vec4(depthView(shadowMap2Image), 1.0); return;
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}
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}
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// ---- 正常路径:TAA 后 HDR + bloom 叠加 → tonemap ----
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vec4 hdrTex = texture(taaImage, fragUV);
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vec3 hdr = hdrTex.rgb + texture(bloomImage, fragUV).rgb * pc.bloomStrength;
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outColor = vec4(tonemap(hdr) * hdrTex.a, hdrTex.a);
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}
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