Add sharpening and better AABB history clamp to Screen Space Reflections temporal filter

This commit is contained in:
2026-01-14 14:00:54 +01:00
parent b172b08782
commit d2d7a871ce
4 changed files with 35 additions and 39 deletions
+15 -21
View File
@@ -5,6 +5,7 @@
#include "./Flax/ReflectionsCommon.hlsl"
#include "./Flax/SSR.hlsl"
#include "./Flax/GBuffer.hlsl"
#include "./Flax/Temporal.hlsl"
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
@@ -15,34 +16,26 @@
#define SSR_MIX_BLUR 1
META_CB_BEGIN(0, Data)
GBufferData GBuffer;
float MaxColorMiplevel;
float TraceSizeMax;
float MaxTraceSamples;
float RoughnessFade;
float2 SSRtexelSize;
float TemporalTime;
float BRDFBias;
float WorldAntiSelfOcclusionBias;
float EdgeFadeFactor;
float TemporalResponse;
float TemporalScale;
float RayTraceStep;
float TemporalEffect;
float Intensity;
float FadeOutDistance;
float4x4 ViewMatrix;
float4x4 ViewProjectionMatrix;
GlobalSDFData GlobalSDF;
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
META_CB_END
DECLARE_GBUFFERDATA_ACCESS(GBuffer)
@@ -227,15 +220,11 @@ float4 PS_TemporalPass(Quad_VS2PS input) : SV_Target0
// Texture1 - prev frame temporal SSR buffer
// Texture2 - motion vectors
// Sample inputss
float2 uv = input.TexCoord;
// Sample velocity
float2 velocity = Texture2.SampleLevel(SamplerLinearClamp, uv, 0).xy;
// Prepare
float2 prevUV = uv - velocity;
float4 current = Texture0.SampleLevel(SamplerLinearClamp, uv, 0);
float4 previous = Texture1.SampleLevel(SamplerLinearClamp, prevUV, 0);
float2 du = float2(SSRtexelSize.x, 0.0);
float2 dv = float2(0.0, SSRtexelSize.y);
@@ -252,18 +241,23 @@ float4 PS_TemporalPass(Quad_VS2PS input) : SV_Target0
float4 currentMin = min(currentTopLeft, min(currentTopCenter, min(currentTopRight, min(currentMiddleLeft, min(currentMiddleCenter, min(currentMiddleRight, min(currentBottomLeft, min(currentBottomCenter, currentBottomRight))))))));
float4 currentMax = max(currentTopLeft, max(currentTopCenter, max(currentTopRight, max(currentMiddleLeft, max(currentMiddleCenter, max(currentMiddleRight, max(currentBottomLeft, max(currentBottomCenter, currentBottomRight))))))));
float4 currentSum = currentTopLeft + currentTopCenter + currentTopRight + currentMiddleLeft + currentMiddleCenter + currentMiddleRight + currentBottomLeft + currentBottomCenter + currentBottomRight;
float4 currentAvg = currentSum / 9.0;
float scale = TemporalScale;
// Sample history by clamp it to the nearby colors range to reduce artifacts
float lumaOffset = abs(Luminance(currentAvg.rgb) - Luminance(current.rgb));
float velocityLength = length(velocity);
float aabbMargin = lerp(4.0, 0.25, saturate(velocityLength * 100.0)) * lumaOffset;
float4 previous = Texture1.SampleLevel(SamplerLinearClamp, prevUV, 0);
previous = ClipToAABB(previous, currentMin - aabbMargin, currentMax + aabbMargin);
//previous = clamp(previous, currentMin, currentMax);
float4 center = (currentMin + currentMax) * 0.5f;
currentMin = (currentMin - center) * scale + center;
currentMax = (currentMax - center) * scale + center;
previous = clamp(previous, currentMin, currentMax);
// Blend with history sample
float response = TemporalResponse * (1 - velocityLength * 8);
current = lerp(current, previous, saturate(response));
current = clamp(current, 0, HDR_CLAMP_MAX);
float response = TemporalResponse * (1 - length(velocity) * 8);
return lerp(current, previous, saturate(response));
return current;
}
// Pixel Shader for screen space reflections rendering - mix pass
+1 -12
View File
@@ -6,6 +6,7 @@
#include "./Flax/Common.hlsl"
#include "./Flax/GBuffer.hlsl"
#include "./Flax/Noise.hlsl"
#include "./Flax/Temporal.hlsl"
META_CB_BEGIN(0, Data)
float2 ScreenSizeInv;
@@ -24,17 +25,6 @@ Texture2D InputHistory : register(t1);
Texture2D MotionVectors : register(t2);
Texture2D Depth : register(t3);
// [Pedersen, 2016, "Temporal Reprojection Anti-Aliasing in INSIDE"]
float4 ClipToAABB(float4 color, float4 minimum, float4 maximum)
{
float4 center = (maximum + minimum) * 0.5;
float4 extents = (maximum - minimum) * 0.5;
float4 shift = color - center;
float4 absUnit = abs(shift / max(extents, 0.0001));
float maxUnit = max(max(absUnit.x, absUnit.y), absUnit.z);
return maxUnit > 1.0 ? center + (shift / maxUnit) : color;
}
// Pixel Shader for Temporal Anti-Aliasing
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS(Quad_VS2PS input) : SV_Target0
@@ -105,7 +95,6 @@ float4 PS(Quad_VS2PS input) : SV_Target0
neighborhoodSharp = float4(1, 0, 0, 1);
#endif
color = lerp(color, neighborhoodSharp, saturate(miss));
color = clamp(color, 0, HDR_CLAMP_MAX);
// Apply quantization error to reduce yellowish artifacts due to R11G11B10 format
+19
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@@ -0,0 +1,19 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#ifndef __TEMPORAL__
#define __TEMPORAL__
#include "./Flax/Common.hlsl"
// [Pedersen, 2016, "Temporal Reprojection Anti-Aliasing in INSIDE"]
float4 ClipToAABB(float4 color, float4 minimum, float4 maximum)
{
float4 center = (maximum + minimum) * 0.5;
float4 extents = (maximum - minimum) * 0.5;
float4 shift = color - center;
float4 absUnit = abs(shift / max(extents, 0.0001));
float maxUnit = max(max(absUnit.x, absUnit.y), absUnit.z);
return maxUnit > 1.0 ? center + (shift / maxUnit) : color;
}
#endif