asc_camblur.computeShader
- .metadata71 B
- README.md1.0 KB
- bindings.yaml372 B
- shader.wgsl4.9 KB
README.md
asc_camblur
ASCENSION's shutter: camera-velocity motion blur reconstructed from depth.
Each pixel's world position comes from @scene.depth against this frame's
inverse view-projection; re-projecting it through the previous frame's camera
gives the screen-space distance that surface travelled in one frame. Scaled by
the shutter fraction, that is the exposure's smear, and colour is averaged along
it.
It consumes no velocity buffer. @scene.motion carries zero for opaque geometry
on the deferred path, so the shipping per-object reconstruction filter has
nothing to read; reconstruction from depth is exact for camera motion, which is
the only motion the aspect brief asks this pass to carry.
Bindings
| name | kind |
|---|---|
scene_color | texture2d |
scene_depth | texture_depth |
frame_cam | buffer — @frame.camera |
prev_cam | buffer — asc_prev_cam, last frame's @frame.camera |
lens_params | buffer — asc_lens_params |
blur_out | storage2d (rgba8) |