Fix yellowish artifacts due to quantization error in TAA and composite image output

#3318 #3254
This commit is contained in:
Wojtek Figat
2026-01-13 13:12:33 +01:00
parent 14842183f2
commit 2b4dc97a97
6 changed files with 29 additions and 6 deletions

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@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:a430a05bdfa8476cc742748d5406e9c8c80a7e1ed00f392947b8c88cdf7cd176
size 23062
oid sha256:17fc5977b0e82aea17310dad1a93745fd923ebc920b74ee29a55afb909275e56
size 23340

BIN
Content/Shaders/TAA.flax (Stored with Git LFS)

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@@ -6,10 +6,10 @@
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/GBufferPass.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Graphics/RenderTools.h"
GPU_CB_STRUCT(Data {
Float2 ScreenSizeInv;
@@ -18,6 +18,8 @@ GPU_CB_STRUCT(Data {
float StationaryBlending;
float MotionBlending;
float Dummy0;
Float3 QuantizationError;
float Dummy1;
ShaderGBufferData GBuffer;
});
@@ -122,6 +124,7 @@ void TAA::Render(const RenderContext& renderContext, GPUTexture* input, GPUTextu
data.Sharpness = settings.TAA_Sharpness;
data.StationaryBlending = settings.TAA_StationaryBlending * blendStrength;
data.MotionBlending = settings.TAA_MotionBlending * blendStrength;
data.QuantizationError = RenderTools::GetColorQuantizationError(tempDesc.Format);
GBufferPass::SetInputs(renderContext.View, data.GBuffer);
const auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data);

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@@ -6,7 +6,7 @@
#include "Engine/Content/Content.h"
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Engine/Time.h"
@@ -58,6 +58,9 @@ GPU_CB_STRUCT(Data{
Color ScreenFadeColor;
Float3 QuantizationError;
float Dummy2;
Matrix LensFlareStarMat;
});
@@ -359,6 +362,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
data.LensFlareIntensity = 0;
data.LensDirtIntensity = 0;
}
data.QuantizationError = RenderTools::GetColorQuantizationError(output->Format());
data.PostExposure = Math::Exp2(settings.EyeAdaptation.PostExposure);
data.InputSize = Float2(static_cast<float>(w1), static_cast<float>(h1));
data.InvInputSize = Float2(1.0f / static_cast<float>(w1), 1.0f / static_cast<float>(h1));

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@@ -22,6 +22,7 @@
#include "./Flax/Common.hlsl"
#include "./Flax/Random.hlsl"
#include "./Flax/Noise.hlsl"
#include "./Flax/GammaCorrectionCommon.hlsl"
#define GB_RADIUS 6
@@ -80,6 +81,9 @@ float LensDirtIntensity;
float4 ScreenFadeColor;
float3 QuantizationError;
float Dummy2;
float4x4 LensFlareStarMat;
META_CB_END
@@ -738,6 +742,10 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
// Saturate color since it will be rendered to the screen
color.rgb = saturate(color.rgb);
// Apply quantization error to reduce yellowish artifacts due to R11G11B10 format
float noise = rand2dTo1d(input.TexCoord);
color.rgb = QuantizeColor(color.rgb, noise, QuantizationError);
// Return final pixel color (preserve input alpha)
return color;
}

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@@ -5,6 +5,7 @@
#include "./Flax/Common.hlsl"
#include "./Flax/GBuffer.hlsl"
#include "./Flax/Noise.hlsl"
META_CB_BEGIN(0, Data)
float2 ScreenSizeInv;
@@ -13,6 +14,8 @@ float Sharpness;
float StationaryBlending;
float MotionBlending;
float Dummy0;
float3 QuantizationError;
float Dummy1;
GBufferData GBuffer;
META_CB_END
@@ -104,5 +107,10 @@ float4 PS(Quad_VS2PS input) : SV_Target0
color = lerp(color, neighborhoodSharp, saturate(miss));
color = clamp(color, 0, HDR_CLAMP_MAX);
// Apply quantization error to reduce yellowish artifacts due to R11G11B10 format
float noise = rand2dTo1d(input.TexCoord);
color.rgb = QuantizeColor(color.rgb, noise, QuantizationError);
return color;
}