请求修改MAME中CRT磷光轨迹HLSL着色器,降低轨迹亮度50%
MAME CRT磷光轨迹HLSL着色器亮度调整方案
问题说明
我正在修改MAME模拟器的CRT磷光轨迹(phosphor trails)HLSL着色器,目标是把磷光轨迹的像素亮度降低50%。作为HLSL新手,我尝试调整颜色参数后,发现修改只影响了轨迹的持续时间,没达到预期的亮度调整效果,求正确修改方式。
原着色器代码
// license:BSD-3-Clause // copyright-holders:Ryan Holtz //----------------------------------------------------------------------------- // Phosphor Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; texture LastPass; sampler PreviousSampler = sampler_state { Texture = <LastPass>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 PrevCoord : TEXCOORD1; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 PrevCoord : TEXCOORD1; }; //----------------------------------------------------------------------------- // Phosphor Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetDims; uniform bool Passthrough; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0.0; Output.Position = float4(Input.Position.xyz, 1.0); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0 - Output.Position.y; // flip y Output.Position.xy -= 0.5; // center Output.Position.xy *= 2.0; // zoom Output.TexCoord = Input.TexCoord; Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9) Output.PrevCoord = Output.TexCoord; Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Phosphor Pixel Shader //----------------------------------------------------------------------------- uniform float DeltaTime = 0.0; uniform float3 Phosphor = float3(0.0, 0.0, 0.0); static const float F = 30.0; float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrY = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevY = tex2D(PreviousSampler, Input.PrevCoord).rgb; PrevY[0] *= Phosphor[0] == 0.0 ? 0.0 : pow(Phosphor[0], F * DeltaTime); PrevY[1] *= Phosphor[1] == 0.0 ? 0.0 : pow(Phosphor[1], F * DeltaTime); PrevY[2] *= Phosphor[2] == 0.0 ? 0.0 : pow(Phosphor[2], F * DeltaTime); float a = max(PrevY[0], CurrY[0]); float b = max(PrevY[1], CurrY[1]); float c = max(PrevY[2], CurrY[2]); return Passthrough ? CurrY : float4(a, b, c, CurrY.a); } //----------------------------------------------------------------------------- // Phosphor Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }
我的错误尝试
我修改了像素着色器中的混合逻辑,试图降低轨迹亮度,但这反而影响了轨迹持续时间:
// Now blend, starting the trails at 45% brightness float a = max(PrevY[0] * 0.45, CurrY[0]); float b = max(PrevY[1] * 0.45, CurrY[1]); float c = max(PrevY[2] * 0.45, CurrY[2]);
正确修改方式
问题出在你的修改位置:你在max函数里对PrevY乘系数,相当于每帧都额外衰减一次轨迹亮度,导致轨迹消失速度变快。要单独降低轨迹亮度且不影响持续时间,应该在轨迹衰减计算完成后、与当前帧混合前,对PrevY整体乘0.5。
修改后的像素着色器核心代码如下:
float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrY = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevY = tex2D(PreviousSampler, Input.PrevCoord).rgb; // 原有的轨迹衰减计算(控制持续时间,不要修改) PrevY[0] *= Phosphor[0] == 0.0 ? 0.0 : pow(Phosphor[0], F * DeltaTime); PrevY[1] *= Phosphor[1] == 0.0 ? 0.0 : pow(Phosphor[1], F * DeltaTime); PrevY[2] *= Phosphor[2] == 0.0 ? 0.0 : pow(Phosphor[2], F * DeltaTime); // 新增:将轨迹亮度降低50% PrevY *= 0.5; // 原有的混合逻辑,保持不变 float a = max(PrevY[0], CurrY[0]); float b = max(PrevY[1], CurrY[1]); float c = max(PrevY[2], CurrY[2]); return Passthrough ? CurrY : float4(a, b, c, CurrY.a); }
原理说明
- 原代码中
pow(Phosphor[0], F * DeltaTime)是控制磷光轨迹衰减速率的核心,决定了轨迹的持续时间,这个部分不需要改动。 - 在衰减计算完成后对
PrevY乘0.5,只会降低当前帧轨迹的亮度,不会改变每帧的衰减比例,因此轨迹的持续时间不会受影响,完美达成降低轨迹亮度50%的目标。
内容的提问来源于stack exchange,提问作者vespworks
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