diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp index 4ac5552aa6c..84bb43a14eb 100644 --- a/servers/rendering/renderer_rd/effects/taa.cpp +++ b/servers/rendering/renderer_rd/effects/taa.cpp @@ -58,12 +58,17 @@ void TAA::resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_pr RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + float base_variance = 1.1f; + float base_variance_min = 0.75f; + float base_variance_max = 1.00f; + float variance_scale = 1080.0f / p_resolution.height; // 1080p taken as baseline for calculation, as this is most commonly used resolution + TAAResolvePushConstant push_constant; memset(&push_constant, 0, sizeof(TAAResolvePushConstant)); push_constant.resolution_width = p_resolution.width; push_constant.resolution_height = p_resolution.height; push_constant.disocclusion_threshold = 2.5f; // If velocity changes by less than this amount of texels we can retain the accumulation buffer. - push_constant.disocclusion_scale = 0.01f; // Scale the weight of this pixel calculated as (change in velocity - threshold) * scale. + push_constant.variance_dynamic = CLAMP(base_variance * variance_scale, base_variance_min, base_variance_max); // Variance dynamically scales based on resolution RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h index eb7203e2b13..06075c66da1 100644 --- a/servers/rendering/renderer_rd/effects/taa.h +++ b/servers/rendering/renderer_rd/effects/taa.h @@ -47,7 +47,7 @@ private: float resolution_width; float resolution_height; float disocclusion_threshold; - float disocclusion_scale; + float variance_dynamic; }; TaaResolveShaderRD taa_shader; diff --git a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl index 71e8d945ccd..94bc126d91b 100644 --- a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl @@ -19,6 +19,7 @@ // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. /////////////////////////////////////////////////////////////////////////////////// // File changes (yyyy-mm-dd) +// 2025-11-05: Jakub Brzyski: Added dynamic variance, base variance value adjusted to reduce ghosting // 2022-05-06: Panos Karabelas: first commit // 2020-12-05: Joan Fons: convert to Vulkan and Godot /////////////////////////////////////////////////////////////////////////////////// @@ -38,6 +39,8 @@ #define RPC_9 0.11111111111 #define RPC_16 0.0625 +#define DISOCCLUSION_SCALE 0.01 // Scale the weight of this pixel calculated as (change in velocity - threshold) * scale. + layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in; layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D color_buffer; @@ -49,8 +52,8 @@ layout(rgba16f, set = 0, binding = 5) uniform restrict writeonly image2D output_ layout(push_constant, std430) uniform Params { vec2 resolution; - float disocclusion_threshold; // 0.1 / max(params.resolution.x, params.resolution.y - float disocclusion_scale; + float disocclusion_threshold; // 0.1 / max(params.resolution.x, params.resolution.y) + float variance_dynamic; } params; @@ -273,7 +276,8 @@ vec3 clip_history_3x3(uvec2 group_pos, vec3 color_history, vec2 velocity_closest // Compute min and max (with an adaptive box size, which greatly reduces ghosting) vec3 color_avg = (s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8 + s9) * RPC_9; vec3 color_avg2 = ((s1 * s1) + (s2 * s2) + (s3 * s3) + (s4 * s4) + (s5 * s5) + (s6 * s6) + (s7 * s7) + (s8 * s8) + (s9 * s9)) * RPC_9; - float box_size = mix(0.0f, 2.5f, smoothstep(0.02f, 0.0f, length(velocity_closest))); + // Use variance clipping as described in https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf + float box_size = mix(0.0f, params.variance_dynamic, smoothstep(0.02f, 0.0f, length(velocity_closest))); vec3 dev = sqrt(abs(color_avg2 - (color_avg * color_avg))) * box_size; vec3 color_min = color_avg - dev; vec3 color_max = color_avg + dev; @@ -304,7 +308,7 @@ float get_factor_disocclusion(vec2 uv_reprojected, vec2 velocity) { vec2 velocity_texels = velocity * params.resolution; vec2 prev_velocity_texels = velocity_previous * params.resolution; float disocclusion = length(prev_velocity_texels - velocity_texels) - params.disocclusion_threshold; - return clamp(disocclusion * params.disocclusion_scale, 0.0, 1.0); + return clamp(disocclusion * DISOCCLUSION_SCALE, 0.0, 1.0); } vec3 temporal_antialiasing(uvec2 pos_group_top_left, uvec2 pos_group, uvec2 pos_screen, vec2 uv, sampler2D tex_history) {