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https://github.com/bevyengine/bevy
synced 2025-02-16 14:08:32 +00:00
Smaller TAA fixes (#10200)
Extracted the easy stuff from #8974 . # Problem 1. Commands from `update_previous_view_projections` would crash when matching entities were despawned. 2. `TaaPipelineId` and `draw_3d_graph` module were not public. 3. When the motion vectors pointed to pixels that are now off screen, a smearing artifact could occur. # Solution 1. Use `try_insert` command instead. 2. Make them public, renaming to `TemporalAntiAliasPipelineId`. 3. Check for this case, and ignore history for pixels that are off-screen.
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4 changed files with 48 additions and 33 deletions
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@ -21,7 +21,10 @@ pub use skybox::Skybox;
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/// Experimental features that are not yet finished. Please report any issues you encounter!
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pub mod experimental {
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pub mod taa {
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pub use crate::taa::*;
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pub use crate::taa::{
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TemporalAntiAliasBundle, TemporalAntiAliasNode, TemporalAntiAliasPlugin,
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TemporalAntiAliasSettings,
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};
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}
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}
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@ -35,7 +35,7 @@ use bevy_render::{
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ExtractSchedule, MainWorld, Render, RenderApp, RenderSet,
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};
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mod draw_3d_graph {
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pub mod draw_3d_graph {
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pub mod node {
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/// Label for the TAA render node.
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pub const TAA: &str = "taa";
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@ -61,7 +61,7 @@ impl Plugin for TemporalAntiAliasPlugin {
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};
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render_app
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.init_resource::<SpecializedRenderPipelines<TAAPipeline>>()
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.init_resource::<SpecializedRenderPipelines<TaaPipeline>>()
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.add_systems(ExtractSchedule, extract_taa_settings)
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.add_systems(
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Render,
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@ -71,7 +71,10 @@ impl Plugin for TemporalAntiAliasPlugin {
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prepare_taa_history_textures.in_set(RenderSet::PrepareResources),
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),
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)
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.add_render_graph_node::<ViewNodeRunner<TAANode>>(CORE_3D, draw_3d_graph::node::TAA)
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.add_render_graph_node::<ViewNodeRunner<TemporalAntiAliasNode>>(
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CORE_3D,
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draw_3d_graph::node::TAA,
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)
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.add_render_graph_edges(
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CORE_3D,
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&[
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@ -88,7 +91,7 @@ impl Plugin for TemporalAntiAliasPlugin {
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return;
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};
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render_app.init_resource::<TAAPipeline>();
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render_app.init_resource::<TaaPipeline>();
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}
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}
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@ -110,14 +113,13 @@ pub struct TemporalAntiAliasBundle {
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/// # Tradeoffs
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///
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/// Pros:
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/// * Filters more types of aliasing than MSAA, such as textures and singular bright pixels (specular aliasing)
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/// * Cost scales with screen/view resolution, unlike MSAA which scales with number of triangles
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/// * Filters more types of aliasing than MSAA, such as textures and singular bright pixels
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/// * Greatly increases the quality of stochastic rendering techniques such as SSAO, shadow mapping, etc
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/// * Greatly increases the quality of stochastic rendering techniques such as SSAO, certain shadow map sampling methods, etc
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///
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/// Cons:
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/// * Chance of "ghosting" - ghostly trails left behind moving objects
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/// * Thin geometry, lighting detail, or texture lines may flicker or disappear
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/// * Slightly blurs the image, leading to a softer look (using an additional sharpening pass can reduce this)
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/// * Thin geometry, lighting detail, or texture lines may flicker noisily or disappear
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///
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/// Because TAA blends past frames with the current frame, when the frames differ too much
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/// (such as with fast moving objects or camera cuts), ghosting artifacts may occur.
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@ -130,7 +132,7 @@ pub struct TemporalAntiAliasBundle {
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/// and add the [`DepthPrepass`], [`MotionVectorPrepass`], and [`TemporalJitter`]
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/// components to your camera.
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///
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/// Cannot be used with [`bevy_render::camera::OrthographicProjection`].
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/// [Currently](https://github.com/bevyengine/bevy/issues/8423) cannot be used with [`bevy_render::camera::OrthographicProjection`].
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///
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/// Currently does not support skinned meshes and morph targets.
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/// There will probably be ghosting artifacts if used with them.
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@ -151,7 +153,7 @@ pub struct TemporalAntiAliasSettings {
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/// representative of the current frame, such as in sudden camera cuts.
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///
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/// After setting this to true, it will automatically be toggled
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/// back to false after one frame.
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/// back to false at the end of the frame.
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pub reset: bool,
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}
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@ -161,16 +163,17 @@ impl Default for TemporalAntiAliasSettings {
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}
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}
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/// Render [`bevy_render::render_graph::Node`] used by temporal anti-aliasing.
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#[derive(Default)]
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struct TAANode;
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pub struct TemporalAntiAliasNode;
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impl ViewNode for TAANode {
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impl ViewNode for TemporalAntiAliasNode {
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type ViewQuery = (
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&'static ExtractedCamera,
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&'static ViewTarget,
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&'static TAAHistoryTextures,
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&'static TemporalAntiAliasHistoryTextures,
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&'static ViewPrepassTextures,
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&'static TAAPipelineId,
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&'static TemporalAntiAliasPipelineId,
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);
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fn run(
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@ -183,7 +186,7 @@ impl ViewNode for TAANode {
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world: &World,
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) -> Result<(), NodeRunError> {
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let (Some(pipelines), Some(pipeline_cache)) = (
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world.get_resource::<TAAPipeline>(),
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world.get_resource::<TaaPipeline>(),
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world.get_resource::<PipelineCache>(),
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) else {
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return Ok(());
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@ -240,13 +243,13 @@ impl ViewNode for TAANode {
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}
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#[derive(Resource)]
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struct TAAPipeline {
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struct TaaPipeline {
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taa_bind_group_layout: BindGroupLayout,
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nearest_sampler: Sampler,
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linear_sampler: Sampler,
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}
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impl FromWorld for TAAPipeline {
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impl FromWorld for TaaPipeline {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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@ -328,7 +331,7 @@ impl FromWorld for TAAPipeline {
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],
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});
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TAAPipeline {
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TaaPipeline {
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taa_bind_group_layout,
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nearest_sampler,
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linear_sampler,
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@ -337,13 +340,13 @@ impl FromWorld for TAAPipeline {
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}
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#[derive(PartialEq, Eq, Hash, Clone)]
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struct TAAPipelineKey {
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struct TaaPipelineKey {
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hdr: bool,
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reset: bool,
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}
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impl SpecializedRenderPipeline for TAAPipeline {
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type Key = TAAPipelineKey;
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impl SpecializedRenderPipeline for TaaPipeline {
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type Key = TaaPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let mut shader_defs = vec![];
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@ -440,7 +443,7 @@ fn prepare_taa_jitter_and_mip_bias(
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}
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#[derive(Component)]
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struct TAAHistoryTextures {
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pub struct TemporalAntiAliasHistoryTextures {
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write: CachedTexture,
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read: CachedTexture,
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}
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@ -480,12 +483,12 @@ fn prepare_taa_history_textures(
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let history_2_texture = texture_cache.get(&render_device, texture_descriptor);
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let textures = if frame_count.0 % 2 == 0 {
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TAAHistoryTextures {
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TemporalAntiAliasHistoryTextures {
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write: history_1_texture,
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read: history_2_texture,
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}
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} else {
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TAAHistoryTextures {
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TemporalAntiAliasHistoryTextures {
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write: history_2_texture,
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read: history_1_texture,
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}
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@ -497,17 +500,17 @@ fn prepare_taa_history_textures(
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}
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#[derive(Component)]
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struct TAAPipelineId(CachedRenderPipelineId);
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pub struct TemporalAntiAliasPipelineId(CachedRenderPipelineId);
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fn prepare_taa_pipelines(
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mut commands: Commands,
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pipeline_cache: Res<PipelineCache>,
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mut pipelines: ResMut<SpecializedRenderPipelines<TAAPipeline>>,
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pipeline: Res<TAAPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<TaaPipeline>>,
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pipeline: Res<TaaPipeline>,
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views: Query<(Entity, &ExtractedView, &TemporalAntiAliasSettings)>,
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) {
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for (entity, view, taa_settings) in &views {
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let mut pipeline_key = TAAPipelineKey {
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let mut pipeline_key = TaaPipelineKey {
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hdr: view.hdr,
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reset: taa_settings.reset,
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};
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@ -519,6 +522,8 @@ fn prepare_taa_pipelines(
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pipelines.specialize(&pipeline_cache, &pipeline, pipeline_key);
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}
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commands.entity(entity).insert(TAAPipelineId(pipeline_id));
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commands
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.entity(entity)
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.insert(TemporalAntiAliasPipelineId(pipeline_id));
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}
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}
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@ -175,7 +175,14 @@ fn taa(@location(0) uv: vec2<f32>) -> Output {
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// Blend current and past sample
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// Use more of the history if we're confident in it (reduces noise when there is no motion)
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// https://hhoppe.com/supersample.pdf, section 4.1
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let current_color_factor = clamp(1.0 / history_confidence, MIN_HISTORY_BLEND_RATE, DEFAULT_HISTORY_BLEND_RATE);
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var current_color_factor = clamp(1.0 / history_confidence, MIN_HISTORY_BLEND_RATE, DEFAULT_HISTORY_BLEND_RATE);
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// Reject history when motion vectors point off screen
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if any(saturate(history_uv) != history_uv) {
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current_color_factor = 1.0;
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history_confidence = 1.0;
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}
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current_color = mix(history_color, current_color, current_color_factor);
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#endif // #ifndef RESET
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@ -185,7 +185,7 @@ pub fn update_previous_view_projections(
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query: Query<(Entity, &Camera, &GlobalTransform), (With<Camera3d>, With<MotionVectorPrepass>)>,
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) {
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for (entity, camera, camera_transform) in &query {
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commands.entity(entity).insert(PreviousViewProjection {
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commands.entity(entity).try_insert(PreviousViewProjection {
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view_proj: camera.projection_matrix() * camera_transform.compute_matrix().inverse(),
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});
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}
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@ -205,7 +205,7 @@ pub fn update_mesh_previous_global_transforms(
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for (entity, transform) in &meshes {
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commands
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.entity(entity)
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.insert(PreviousGlobalTransform(transform.affine()));
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.try_insert(PreviousGlobalTransform(transform.affine()));
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}
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}
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}
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