mirror of
https://github.com/sphynx-owner/JFA_driven_motion_blur_addon.git
synced 2025-09-19 04:06:08 +08:00
restructure of compositor and fix inconsistencies
This commit is contained in:
49
addons/SphynxMotionBlurToolkit/BaseClasses/mb_compositor.gd
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49
addons/SphynxMotionBlurToolkit/BaseClasses/mb_compositor.gd
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@ -0,0 +1,49 @@
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extends Compositor
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class_name MotionBlurCompositor
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@export_group("Motion Blur")
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# diminishing returns over 16
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@export_range(4, 64) var samples: int = 16 :
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set(value):
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for effect in compositor_effects:
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effect.set("samples", value)
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samples = value
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# you really don't want this over 0.5, but you can if you want to try
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@export_range(0, 0.5, 0.001, "or_greater") var intensity: float = 1 :
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set(value):
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for effect in compositor_effects:
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effect.set("intensity", value)
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intensity = value
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@export_range(0, 1) var center_fade: float = 0.0 :
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set(value):
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for effect in compositor_effects:
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effect.set("center_fade", value)
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center_fade = value
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## wether this motion blur stays the same intensity below
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## target_constant_framerate
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@export var framerate_independent : bool = true :
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set(value):
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for effect in compositor_effects:
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effect.set("framerate_independent", value)
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framerate_independent = value
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## Description: Removes clamping on motion blur scale to allow framerate independent motion
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## blur to scale longer than realistically possible when render framerate is higher
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## than target framerate.[br][br]
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## [color=yellow]Warning:[/color] Turning this on would allow over-blurring of pixels, which
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## produces inaccurate results, and would likely cause nausea in players over
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## long exposure durations, use with caution and out of artistic intent
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@export var uncapped_independence : bool = false :
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set(value):
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for effect in compositor_effects:
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effect.set("uncapped_independence", value)
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uncapped_independence = value
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## if framerate_independent is enabled, the blur would simulate
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## sutter speeds at that framerate, and up.
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@export var target_constant_framerate : float = 30 :
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set(value):
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for effect in compositor_effects:
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effect.set("target_constant_framerate", value)
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target_constant_framerate = value
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@ -1,15 +1,14 @@
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extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/enhanced_compositor_effect.gd"
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@export_group("Motion Blur")
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# diminishing returns over 16
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@export_range(4, 64) var samples: int = 16
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var samples: int = 16
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# you really don't want this over 0.5, but you can if you want to try
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@export_range(0, 0.5, 0.001, "or_greater") var intensity: float = 1
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@export_range(0, 1) var center_fade: float = 0.0
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var intensity: float = 1
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var center_fade: float = 0.0
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## wether this motion blur stays the same intensity below
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## target_constant_framerate
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@export var framerate_independent : bool = true
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var framerate_independent : bool = true
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## Description: Removes clamping on motion blur scale to allow framerate independent motion
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## blur to scale longer than realistically possible when render framerate is higher
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@ -17,15 +16,13 @@ extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/enhanced_compositor_ef
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## [color=yellow]Warning:[/color] Turning this on would allow over-blurring of pixels, which
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## produces inaccurate results, and would likely cause nausea in players over
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## long exposure durations, use with caution and out of artistic intent
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@export var uncapped_independence : bool = false
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var uncapped_independence : bool = false
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## if framerate_independent is enabled, the blur would simulate
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## sutter speeds at that framerate, and up.
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@export var target_constant_framerate : float = 30
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var target_constant_framerate : float = 30
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func _init():
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needs_motion_vectors = true
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set_deferred("context", "MotionBlur")
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super()
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func _get_max_dilation_range() -> float:
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return 0
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@ -52,9 +52,6 @@ var custom_velocity : StringName = "custom_velocity"
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var freeze : bool = false
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func _get_max_dilation_range() -> float:
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return tile_size;
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var temp_intensity : float
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var previous_time : float = 0
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@ -52,9 +52,6 @@ var custom_velocity : StringName = "custom_velocity"
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var freeze : bool = false
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func _get_max_dilation_range() -> float:
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return tile_size;
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var temp_intensity : float
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var previous_time : float = 0
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@ -54,9 +54,6 @@ var custom_velocity : StringName = "custom_velocity"
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var freeze : bool = false
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func _get_max_dilation_range() -> float:
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return tile_size;
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func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
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ensure_texture(tile_max_x, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1.))
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ensure_texture(tile_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))
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@ -91,7 +91,7 @@ layout(push_constant, std430) uniform Params
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{
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float rotation_velocity_multiplier;
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float movement_velocity_multiplier;
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float object_velocity_multilpier;
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float object_velocity_multiplier;
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float rotation_velocity_lower_threshold;
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float movement_velocity_lower_threshold;
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float object_velocity_lower_threshold;
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@ -99,7 +99,7 @@ layout(push_constant, std430) uniform Params
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float movement_velocity_upper_threshold;
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float object_velocity_upper_threshold;
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float is_fsr2;
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float nan_fl_1;
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float motion_blur_intensity;
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float nan_fl_2;
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} params;
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@ -174,9 +174,9 @@ void main()
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// get object velocity
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vec3 object_uv_change = base_velocity - camera_uv_change.xyz;
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// construct final velocity with user defined weights
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vec3 total_velocity = camera_rotation_uv_change * params.rotation_velocity_multiplier * sharp_step(params.rotation_velocity_lower_threshold, params.rotation_velocity_upper_threshold, length(camera_rotation_uv_change))
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+ camera_movement_uv_change * params.movement_velocity_multiplier * sharp_step(params.movement_velocity_lower_threshold, params.movement_velocity_upper_threshold, length(camera_movement_uv_change))
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+ object_uv_change * params.object_velocity_multilpier * sharp_step(params.object_velocity_lower_threshold, params.object_velocity_upper_threshold, length(object_uv_change));
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vec3 total_velocity = camera_rotation_uv_change * params.rotation_velocity_multiplier * sharp_step(params.rotation_velocity_lower_threshold, params.rotation_velocity_upper_threshold, length(camera_rotation_uv_change) * params.rotation_velocity_multiplier * params.motion_blur_intensity)
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+ camera_movement_uv_change * params.movement_velocity_multiplier * sharp_step(params.movement_velocity_lower_threshold, params.movement_velocity_upper_threshold, length(camera_movement_uv_change) * params.movement_velocity_multiplier * params.motion_blur_intensity)
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+ object_uv_change * params.object_velocity_multiplier * sharp_step(params.object_velocity_lower_threshold, params.object_velocity_upper_threshold, length(object_uv_change) * params.object_velocity_multiplier * params.motion_blur_intensity);
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// if objects move, clear z direction, (z only correct for static environment)
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if(dot(object_uv_change.xy, object_uv_change.xy) > 0.000001)
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{
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@ -1,4 +1,4 @@
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extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/enhanced_compositor_effect.gd"
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extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/mb_compositor_effect.gd"
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class_name PreBlurProcessor
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@export_group("Shader Stages")
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@ -15,12 +15,27 @@ class_name PreBlurProcessor
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var custom_velocity : StringName = "custom_velocity"
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func _init():
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needs_motion_vectors = true
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set_deferred("context", "MotionBlur")
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super()
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var temp_intensity : float
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var previous_time : float = 0
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func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
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var time : float = float(Time.get_ticks_msec()) / 1000
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var delta_time : float = time - previous_time
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previous_time = time
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temp_intensity = intensity
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if framerate_independent:
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var capped_frame_time : float = 1 / target_constant_framerate
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if !uncapped_independence:
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capped_frame_time = min(capped_frame_time, delta_time)
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temp_intensity = intensity * capped_frame_time / delta_time
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ensure_texture(custom_velocity, render_scene_buffers)
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rd.draw_command_begin_label("Pre Blur Processing", Color(1.0, 1.0, 1.0, 1.0))
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@ -36,7 +51,7 @@ func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSce
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camera_movement_component.upper_threshold,
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object_movement_component.upper_threshold,
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1 if true else 0,
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0,
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temp_intensity,
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0,
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]
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