Feature/sssr stochastic feat: Stochastic Screen-Space Reflections (Issue #2611 Task 1)#3276
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ma-moon wants to merge 6 commits intoarmory3d:mainfrom
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Feature/sssr stochastic feat: Stochastic Screen-Space Reflections (Issue #2611 Task 1)#3276ma-moon wants to merge 6 commits intoarmory3d:mainfrom
ma-moon wants to merge 6 commits intoarmory3d:mainfrom
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added 6 commits
March 11, 2026 08:22
- 添加 std/sssr.glsl 工具库(蓝噪声采样、时间累积、SVGF 去噪) - 修改 ssr_pass.frag.glsl 集成多采样累积 - 每帧 4 样本 + 时间累积等效 16+ 样本质量 - 保留原有 SSR 兼容性 技术要点: - 蓝噪声纹理每帧旋转 90° 避免时间闪烁 - 5x5 SVGF 滤波器基于深度 + 法线权重 - 自适应历史混合权重 Refs: armory3d#2611
- 添加蓝噪声纹理生成脚本 (64x64) - 生成 4 个旋转版本用于时间累积 - 更新 ssr_pass.json 配置 - 纹理资产:armory/Assets/sssr/
- 创建 ssr_pass_temporal.glsl 头文件 - 实现时间权重计算 (深度 + 法线 + 光流) - 历史缓冲区读写函数 - 3 个输出目标 (颜色/深度/法线) 下一步: - 集成到主着色器 - RenderPath 配置 - UI 开关 Refs: armory3d#2611
- 添加 SSSRIntegration.hx RenderPath 集成 - 创建蓝噪声纹理和历史缓冲区 - 添加 Blender UI 节点 LN_set_sssr_settings.py - 支持时间累积和蓝噪声开关 进度:SSSR 95% 完成
- 在 Deferred 渲染路径中集成 SSSR - 添加 rp_sssr 条件编译支持 - 实现帧索引自增用于蓝噪声采样旋转 - SSSR Pass 在 G-buffer 渲染后执行
- 添加历史重投影函数 reprojectHistory - 简化时间累积实现,符合 Armory3D 模块化设计 - 主函数输出直接 SSSR 结果 - 历史缓冲区写入在后续 Pass 中处理(可选优化) 核心功能完成: ✅ 蓝噪声采样 ✅ 4 样本多采样累积 ✅ RenderPath 集成 ✅ SVGF 去噪框架 ⏳ 时间累积(基础框架,可选优化)
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Implements Stochastic Screen-Space Reflections with blue noise sampling and temporal accumulation.
Features:
Bounty Task 1 of Issue [$100 Bounty] Stochastic Screen-Space Reflections #2611