mirror of
https://github.com/sphynx-owner/JFA_driven_motion_blur_addon.git
synced 2025-09-19 04:06:08 +08:00
Improvements: smoother blur, better defaults
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@ -23,7 +23,7 @@ layout(push_constant, std430) uniform Params
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float velocity_match_threshold;
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float velocity_match_threshold;
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float parallel_sensitivity;
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float parallel_sensitivity;
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float perpendicular_sensitivity;
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float perpendicular_sensitivity;
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float nan3;
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float depth_match_threshold;
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float nan4;
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float nan4;
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} params;
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} params;
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@ -144,6 +144,14 @@ vec4 get_backtracked_sample(vec2 uvn, vec2 chosen_uv, vec2 chosen_velocity, vec4
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float general_velocity_multiplier = min(best_sample_fitness.y, max_dilation_radius);
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float general_velocity_multiplier = min(best_sample_fitness.y, max_dilation_radius);
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vec2 best_uv = chosen_uv;
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float best_velocity_match_threshold = params.velocity_match_threshold;
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int initial_steps_to_compare = 2;
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int steps_to_compare = initial_steps_to_compare;
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for(int i = -step_count; i < step_count + 1; i++)
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for(int i = -step_count; i < step_count + 1; i++)
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{
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{
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float velocity_multiplier = general_velocity_multiplier * (1 + float(i) / float(step_count));
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float velocity_multiplier = general_velocity_multiplier * (1 + float(i) / float(step_count));
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@ -153,7 +161,7 @@ vec4 get_backtracked_sample(vec2 uvn, vec2 chosen_uv, vec2 chosen_velocity, vec4
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continue;
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continue;
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}
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}
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vec2 new_sample = uvn - chosen_velocity * velocity_multiplier;
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vec2 new_sample = round((uvn - chosen_velocity * velocity_multiplier) * render_size) / render_size;
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if((new_sample.x < 0.) || (new_sample.x > 1.) || (new_sample.y < 0.) || (new_sample.y > 1.))
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if((new_sample.x < 0.) || (new_sample.x > 1.) || (new_sample.y < 0.) || (new_sample.y > 1.))
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{
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{
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@ -162,11 +170,25 @@ vec4 get_backtracked_sample(vec2 uvn, vec2 chosen_uv, vec2 chosen_velocity, vec4
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vec2 velocity_test = textureLod(velocity_sampler, new_sample, 0.0).xy;
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vec2 velocity_test = textureLod(velocity_sampler, new_sample, 0.0).xy;
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if(get_motion_difference(chosen_velocity, velocity_test, params.parallel_sensitivity, params.perpendicular_sensitivity) <= params.velocity_match_threshold)
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float depth_test = textureLod(depth_sampler, new_sample, 0.0).x;
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float velocity_match = get_motion_difference(chosen_velocity, velocity_test, params.parallel_sensitivity, params.perpendicular_sensitivity);
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if((abs(depth_test - npd / best_sample_fitness.z) < params.depth_match_threshold) && (velocity_match <= best_velocity_match_threshold))
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{
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{
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chosen_uv = new_sample;
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best_uv = new_sample;
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best_sample_fitness.x = velocity_multiplier;
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if(steps_to_compare == 0)
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return vec4(chosen_uv, best_sample_fitness.x, 0);
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{
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chosen_uv = best_uv;
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best_velocity_match_threshold = velocity_match;
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return vec4(chosen_uv, 0, 0);
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}
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steps_to_compare--;
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}
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else if(initial_steps_to_compare > steps_to_compare)
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{
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chosen_uv = best_uv;
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return vec4(chosen_uv, 0, 0);
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}
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}
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}
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}
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@ -181,7 +203,7 @@ void main()
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{
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{
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return;
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return;
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}
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}
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vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
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vec2 uvn = (vec2(uvi)) / render_size;
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int iteration_index = params.iteration_index;
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int iteration_index = params.iteration_index;
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@ -35,15 +35,19 @@ class_name MotionBlurSphynxJumpFlood
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@export var sample_step_multiplier : float = 8
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@export var sample_step_multiplier : float = 8
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## how sensitive the backtracking for velocities be
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## how sensitive the backtracking for velocities be
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@export var backtracking_velocity_match_threshold : float = 0.49
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@export var backtracking_velocity_match_threshold : float = 0.9
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## how sensitively the backtracking should treat velocities that are a different
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## how sensitively the backtracking should treat velocities that are a different
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## length along that velocity
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## length along that velocity
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@export var backtracking_velocity_match_parallel_sensitivity : float = 0.5;
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@export var backtracking_velocity_match_parallel_sensitivity : float = 1
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## how sensitively the backtracking should treat velcoities that have perpendicular
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## how sensitively the backtracking should treat velcoities that have perpendicular
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## offset to that velocity
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## offset to that velocity
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@export var backtracking_velcoity_match_perpendicular_sensitivity : float = 0.1;
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@export var backtracking_velcoity_match_perpendicular_sensitivity : float = 0.05
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## how closely does the depth of the backtracked sample has to match the original sample to be
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## considered (in NDC space)
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@export var backtracbing_depth_match_threshold : float = 0.001
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## the number of passes performed by the jump flood algorithm based dilation,
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## the number of passes performed by the jump flood algorithm based dilation,
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## each pass added doubles the maximum radius of dilation available
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## each pass added doubles the maximum radius of dilation available
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@ -236,7 +240,7 @@ func _render_callback(p_effect_callback_type, p_render_data):
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backtracking_velocity_match_threshold,
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backtracking_velocity_match_threshold,
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backtracking_velocity_match_parallel_sensitivity,
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backtracking_velocity_match_parallel_sensitivity,
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backtracking_velcoity_match_perpendicular_sensitivity,
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backtracking_velcoity_match_perpendicular_sensitivity,
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0,
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backtracbing_depth_match_threshold,
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0
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0
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]
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]
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@ -159,7 +159,7 @@ void main()
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return;
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return;
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}
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}
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vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size;
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vec2 uvn = vec2(uvi) / render_size;
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int iteration_count = int(params.motion_blur_samples);
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int iteration_count = int(params.motion_blur_samples);
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@ -182,7 +182,9 @@ void main()
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return;
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return;
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}
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}
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float velocity_step_coef = min(params.motion_blur_intensity, max_dialtion_radius / (length(velocity) * params.motion_blur_intensity)) / max(1.0, params.motion_blur_samples - 1.0) * (1 + (interleaved_gradient_noise(uvi, int(params.frame)) - 0.5));
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float noise_offset = (interleaved_gradient_noise(uvi, int(params.frame)) - 1);
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float velocity_step_coef = min(params.motion_blur_intensity, max_dialtion_radius / (length(velocity) * params.motion_blur_intensity)) / max(1.0, params.motion_blur_samples - 1.0);
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vec3 sample_step = velocity * velocity_step_coef;
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vec3 sample_step = velocity * velocity_step_coef;
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@ -193,7 +195,7 @@ void main()
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float total_weight = 1;// max(0.0001, length(naive_velocity));
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float total_weight = 1;// max(0.0001, length(naive_velocity));
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vec2 offset = vec2(0.0);
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vec2 offset = vec2(sample_step * noise_offset);
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vec4 col = base * total_weight;
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vec4 col = base * total_weight;
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