Path: blob/main/crates/bevy_anti_alias/src/taa/taa.wgsl
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// References: // https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail // http://behindthepixels.io/assets/files/TemporalAA.pdf // http://leiy.cc/publications/TAA/TAA_EG2020_Talk.pdf // https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING // Controls how much to blend between the current and past samples // Lower numbers = less of the current sample and more of the past sample = more smoothing // Values chosen empirically const DEFAULT_HISTORY_BLEND_RATE: f32 = 0.1; // Default blend rate to use when no confidence in history const MIN_HISTORY_BLEND_RATE: f32 = 0.015; // Minimum blend rate allowed, to ensure at least some of the current sample is used @group(0) @binding(0) var view_target: texture_2d<f32>; @group(0) @binding(1) var history: texture_2d<f32>; @group(0) @binding(2) var motion_vectors: texture_2d<f32>; @group(0) @binding(3) var depth: texture_depth_2d; @group(0) @binding(4) var nearest_sampler: sampler; @group(0) @binding(5) var linear_sampler: sampler; struct Output { @location(0) view_target: vec4<f32>, @location(1) history: vec4<f32>, }; // TAA is ideally applied after tonemapping, but before post processing // Post processing wants to go before tonemapping, which conflicts // Solution: Put TAA before tonemapping, tonemap TAA input, apply TAA, invert-tonemap TAA output // https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING, slide 20 // https://gpuopen.com/learn/optimized-reversible-tonemapper-for-resolve fn rcp(x: f32) -> f32 { return 1.0 / x; } fn max3(x: vec3<f32>) -> f32 { return max(x.r, max(x.g, x.b)); } fn tonemap(color: vec3<f32>) -> vec3<f32> { return color * rcp(max3(color) + 1.0); } fn reverse_tonemap(color: vec3<f32>) -> vec3<f32> { return color * rcp(1.0 - max3(color)); } // The following 3 functions are from Playdead (MIT-licensed) // https://github.com/playdeadgames/temporal/blob/master/Assets/Shaders/TemporalReprojection.shader fn RGB_to_YCoCg(rgb: vec3<f32>) -> vec3<f32> { let y = (rgb.r / 4.0) + (rgb.g / 2.0) + (rgb.b / 4.0); let co = (rgb.r / 2.0) - (rgb.b / 2.0); let cg = (-rgb.r / 4.0) + (rgb.g / 2.0) - (rgb.b / 4.0); return vec3(y, co, cg); } fn YCoCg_to_RGB(ycocg: vec3<f32>) -> vec3<f32> { let r = ycocg.x + ycocg.y - ycocg.z; let g = ycocg.x + ycocg.z; let b = ycocg.x - ycocg.y - ycocg.z; return saturate(vec3(r, g, b)); } fn clip_towards_aabb_center(history_color: vec3<f32>, current_color: vec3<f32>, aabb_min: vec3<f32>, aabb_max: vec3<f32>) -> vec3<f32> { let p_clip = 0.5 * (aabb_max + aabb_min); let e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001; let v_clip = history_color - p_clip; let v_unit = v_clip / e_clip; let a_unit = abs(v_unit); let ma_unit = max3(a_unit); if ma_unit > 1.0 { return p_clip + (v_clip / ma_unit); } else { return history_color; } } fn sample_history(u: f32, v: f32) -> vec3<f32> { return textureSample(history, linear_sampler, vec2(u, v)).rgb; } fn sample_view_target(uv: vec2<f32>) -> vec3<f32> { var sample = textureSample(view_target, nearest_sampler, uv).rgb; #ifdef TONEMAP sample = tonemap(sample); #endif return RGB_to_YCoCg(sample); } @fragment fn taa(@location(0) uv: vec2<f32>) -> Output { let texture_size = vec2<f32>(textureDimensions(view_target)); let texel_size = 1.0 / texture_size; // Fetch the current sample let original_color = textureSample(view_target, nearest_sampler, uv); var current_color = original_color.rgb; #ifdef TONEMAP current_color = tonemap(current_color); #endif #ifndef RESET // Pick the closest motion_vector from 5 samples (reduces aliasing on the edges of moving entities) // https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING, slide 27 let offset = texel_size * 2.0; let d_uv_tl = uv + vec2(-offset.x, offset.y); let d_uv_tr = uv + vec2(offset.x, offset.y); let d_uv_bl = uv + vec2(-offset.x, -offset.y); let d_uv_br = uv + vec2(offset.x, -offset.y); var closest_uv = uv; let d_tl = textureSample(depth, nearest_sampler, d_uv_tl); let d_tr = textureSample(depth, nearest_sampler, d_uv_tr); var closest_depth = textureSample(depth, nearest_sampler, uv); let d_bl = textureSample(depth, nearest_sampler, d_uv_bl); let d_br = textureSample(depth, nearest_sampler, d_uv_br); if d_tl > closest_depth { closest_uv = d_uv_tl; closest_depth = d_tl; } if d_tr > closest_depth { closest_uv = d_uv_tr; closest_depth = d_tr; } if d_bl > closest_depth { closest_uv = d_uv_bl; closest_depth = d_bl; } if d_br > closest_depth { closest_uv = d_uv_br; } let closest_motion_vector = textureSample(motion_vectors, nearest_sampler, closest_uv).rg; // Reproject to find the equivalent sample from the past // Uses 5-sample Catmull-Rom filtering (reduces blurriness) // Catmull-Rom filtering: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 // Ignoring corners: https://www.activision.com/cdn/research/Dynamic_Temporal_Antialiasing_and_Upsampling_in_Call_of_Duty_v4.pdf#page=68 // Technically we should renormalize the weights since we're skipping the corners, but it's basically the same result let history_uv = uv - closest_motion_vector; let sample_position = history_uv * texture_size; let texel_center = floor(sample_position - 0.5) + 0.5; let f = sample_position - texel_center; let w0 = f * (-0.5 + f * (1.0 - 0.5 * f)); let w1 = 1.0 + f * f * (-2.5 + 1.5 * f); let w2 = f * (0.5 + f * (2.0 - 1.5 * f)); let w3 = f * f * (-0.5 + 0.5 * f); let w12 = w1 + w2; let texel_position_0 = (texel_center - 1.0) * texel_size; let texel_position_3 = (texel_center + 2.0) * texel_size; let texel_position_12 = (texel_center + (w2 / w12)) * texel_size; var history_color = sample_history(texel_position_12.x, texel_position_0.y) * w12.x * w0.y; history_color += sample_history(texel_position_0.x, texel_position_12.y) * w0.x * w12.y; history_color += sample_history(texel_position_12.x, texel_position_12.y) * w12.x * w12.y; history_color += sample_history(texel_position_3.x, texel_position_12.y) * w3.x * w12.y; history_color += sample_history(texel_position_12.x, texel_position_3.y) * w12.x * w3.y; // Constrain past sample with 3x3 YCoCg variance clipping (reduces ghosting) // YCoCg: https://advances.realtimerendering.com/s2014/index.html#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING, slide 33 // Variance clipping: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf let s_tl = sample_view_target(uv + vec2(-texel_size.x, texel_size.y)); let s_tm = sample_view_target(uv + vec2( 0.0, texel_size.y)); let s_tr = sample_view_target(uv + vec2( texel_size.x, texel_size.y)); let s_ml = sample_view_target(uv + vec2(-texel_size.x, 0.0)); let s_mm = RGB_to_YCoCg(current_color); let s_mr = sample_view_target(uv + vec2( texel_size.x, 0.0)); let s_bl = sample_view_target(uv + vec2(-texel_size.x, -texel_size.y)); let s_bm = sample_view_target(uv + vec2( 0.0, -texel_size.y)); let s_br = sample_view_target(uv + vec2( texel_size.x, -texel_size.y)); let moment_1 = s_tl + s_tm + s_tr + s_ml + s_mm + s_mr + s_bl + s_bm + s_br; let moment_2 = (s_tl * s_tl) + (s_tm * s_tm) + (s_tr * s_tr) + (s_ml * s_ml) + (s_mm * s_mm) + (s_mr * s_mr) + (s_bl * s_bl) + (s_bm * s_bm) + (s_br * s_br); let mean = moment_1 / 9.0; let variance = (moment_2 / 9.0) - (mean * mean); let std_deviation = sqrt(max(variance, vec3(0.0))); history_color = RGB_to_YCoCg(history_color); history_color = clip_towards_aabb_center(history_color, s_mm, mean - std_deviation, mean + std_deviation); history_color = YCoCg_to_RGB(history_color); // How confident we are that the history is representative of the current frame var history_confidence = textureSample(history, nearest_sampler, uv).a; let pixel_motion_vector = abs(closest_motion_vector) * texture_size; if pixel_motion_vector.x < 0.01 && pixel_motion_vector.y < 0.01 { // Increment when pixels are not moving history_confidence += 10.0; } else { // Else reset history_confidence = 1.0; } // Blend current and past sample // Use more of the history if we're confident in it (reduces noise when there is no motion) // https://hhoppe.com/supersample.pdf, section 4.1 var current_color_factor = clamp(1.0 / history_confidence, MIN_HISTORY_BLEND_RATE, DEFAULT_HISTORY_BLEND_RATE); // Reject history when motion vectors point off screen if any(saturate(history_uv) != history_uv) { current_color_factor = 1.0; history_confidence = 1.0; } current_color = mix(history_color, current_color, current_color_factor); #endif // #ifndef RESET // Write output to history and view target var out: Output; #ifdef RESET let history_confidence = 1.0 / MIN_HISTORY_BLEND_RATE; #endif out.history = vec4(current_color, history_confidence); #ifdef TONEMAP current_color = reverse_tonemap(current_color); #endif out.view_target = vec4(current_color, original_color.a); return out; }