Fix yellowish artifacts due to quantization error in TAA and composite image output

#3318 #3254
This commit is contained in:
2026-01-13 13:12:33 +01:00
parent 14842183f2
commit 2b4dc97a97
6 changed files with 29 additions and 6 deletions
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+4 -1
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@@ -6,10 +6,10 @@
#include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/RenderTargetPool.h" #include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderBuffers.h" #include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Renderer/RenderList.h" #include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/GBufferPass.h" #include "Engine/Renderer/GBufferPass.h"
#include "Engine/Engine/Engine.h" #include "Engine/Engine/Engine.h"
#include "Engine/Graphics/RenderTools.h"
GPU_CB_STRUCT(Data { GPU_CB_STRUCT(Data {
Float2 ScreenSizeInv; Float2 ScreenSizeInv;
@@ -18,6 +18,8 @@ GPU_CB_STRUCT(Data {
float StationaryBlending; float StationaryBlending;
float MotionBlending; float MotionBlending;
float Dummy0; float Dummy0;
Float3 QuantizationError;
float Dummy1;
ShaderGBufferData GBuffer; ShaderGBufferData GBuffer;
}); });
@@ -122,6 +124,7 @@ void TAA::Render(const RenderContext& renderContext, GPUTexture* input, GPUTextu
data.Sharpness = settings.TAA_Sharpness; data.Sharpness = settings.TAA_Sharpness;
data.StationaryBlending = settings.TAA_StationaryBlending * blendStrength; data.StationaryBlending = settings.TAA_StationaryBlending * blendStrength;
data.MotionBlending = settings.TAA_MotionBlending * blendStrength; data.MotionBlending = settings.TAA_MotionBlending * blendStrength;
data.QuantizationError = RenderTools::GetColorQuantizationError(tempDesc.Format);
GBufferPass::SetInputs(renderContext.View, data.GBuffer); GBufferPass::SetInputs(renderContext.View, data.GBuffer);
const auto cb = _shader->GetShader()->GetCB(0); const auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data); context->UpdateCB(cb, &data);
@@ -6,7 +6,7 @@
#include "Engine/Content/Content.h" #include "Engine/Content/Content.h"
#include "Engine/Graphics/Graphics.h" #include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/RenderTask.h" #include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/RenderTargetPool.h" #include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Engine/Time.h" #include "Engine/Engine/Time.h"
@@ -58,6 +58,9 @@ GPU_CB_STRUCT(Data{
Color ScreenFadeColor; Color ScreenFadeColor;
Float3 QuantizationError;
float Dummy2;
Matrix LensFlareStarMat; Matrix LensFlareStarMat;
}); });
@@ -359,6 +362,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
data.LensFlareIntensity = 0; data.LensFlareIntensity = 0;
data.LensDirtIntensity = 0; data.LensDirtIntensity = 0;
} }
data.QuantizationError = RenderTools::GetColorQuantizationError(output->Format());
data.PostExposure = Math::Exp2(settings.EyeAdaptation.PostExposure); data.PostExposure = Math::Exp2(settings.EyeAdaptation.PostExposure);
data.InputSize = Float2(static_cast<float>(w1), static_cast<float>(h1)); data.InputSize = Float2(static_cast<float>(w1), static_cast<float>(h1));
data.InvInputSize = Float2(1.0f / static_cast<float>(w1), 1.0f / static_cast<float>(h1)); data.InvInputSize = Float2(1.0f / static_cast<float>(w1), 1.0f / static_cast<float>(h1));
+8
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@@ -22,6 +22,7 @@
#include "./Flax/Common.hlsl" #include "./Flax/Common.hlsl"
#include "./Flax/Random.hlsl" #include "./Flax/Random.hlsl"
#include "./Flax/Noise.hlsl"
#include "./Flax/GammaCorrectionCommon.hlsl" #include "./Flax/GammaCorrectionCommon.hlsl"
#define GB_RADIUS 6 #define GB_RADIUS 6
@@ -80,6 +81,9 @@ float LensDirtIntensity;
float4 ScreenFadeColor; float4 ScreenFadeColor;
float3 QuantizationError;
float Dummy2;
float4x4 LensFlareStarMat; float4x4 LensFlareStarMat;
META_CB_END META_CB_END
@@ -738,6 +742,10 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
// Saturate color since it will be rendered to the screen // Saturate color since it will be rendered to the screen
color.rgb = saturate(color.rgb); color.rgb = saturate(color.rgb);
// Apply quantization error to reduce yellowish artifacts due to R11G11B10 format
float noise = rand2dTo1d(input.TexCoord);
color.rgb = QuantizeColor(color.rgb, noise, QuantizationError);
// Return final pixel color (preserve input alpha) // Return final pixel color (preserve input alpha)
return color; return color;
} }
+8
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@@ -5,6 +5,7 @@
#include "./Flax/Common.hlsl" #include "./Flax/Common.hlsl"
#include "./Flax/GBuffer.hlsl" #include "./Flax/GBuffer.hlsl"
#include "./Flax/Noise.hlsl"
META_CB_BEGIN(0, Data) META_CB_BEGIN(0, Data)
float2 ScreenSizeInv; float2 ScreenSizeInv;
@@ -13,6 +14,8 @@ float Sharpness;
float StationaryBlending; float StationaryBlending;
float MotionBlending; float MotionBlending;
float Dummy0; float Dummy0;
float3 QuantizationError;
float Dummy1;
GBufferData GBuffer; GBufferData GBuffer;
META_CB_END META_CB_END
@@ -104,5 +107,10 @@ float4 PS(Quad_VS2PS input) : SV_Target0
color = lerp(color, neighborhoodSharp, saturate(miss)); color = lerp(color, neighborhoodSharp, saturate(miss));
color = clamp(color, 0, HDR_CLAMP_MAX); color = clamp(color, 0, HDR_CLAMP_MAX);
// Apply quantization error to reduce yellowish artifacts due to R11G11B10 format
float noise = rand2dTo1d(input.TexCoord);
color.rgb = QuantizeColor(color.rgb, noise, QuantizationError);
return color; return color;
} }