Fix: Editor - use non-jittered projection for post-TAA overlay grid
Add a managed `RenderView.GetOverlayProjection()` helper that returns the non-jittered projection once TAA has been resolved, and use it for editor overlay rendering paths.
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@@ -113,7 +113,8 @@ namespace FlaxEditor.Gizmo
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if (cb != IntPtr.Zero)
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{
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var data = new Data();
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Matrix.Multiply(ref renderContext.View.View, ref renderContext.View.Projection, out var viewProjection);
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var projection = renderContext.View.GetOverlayProjection();
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Matrix.Multiply(ref renderContext.View.View, ref projection, out var viewProjection);
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Matrix.Transpose(ref viewProjection, out data.ViewProjectionMatrix);
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data.ViewPos = renderContext.View.WorldPosition;
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data.GridColor = options.Viewport.ViewportGridColor;
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@@ -33,6 +33,14 @@ namespace FlaxEngine
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NonJitteredProjection = Projection;
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}
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/// <summary>
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/// Gets projection matrix for overlay geometry rendered after temporal anti-aliasing has been resolved.
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/// </summary>
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public Matrix GetOverlayProjection()
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{
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return IsTaaResolved ? NonJitteredProjection : Projection;
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}
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/// <summary>
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/// Initializes render view data.
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/// </summary>
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@@ -90,7 +90,7 @@ namespace FlaxEngine
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Matrix.Multiply(ref worldMatrix, ref renderContext.View.View, out Matrix viewMatrix);
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Matrix projectionMatrix = renderContext.View.Projection;
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if (worldSpace && (Canvas.RenderLocation == PostProcessEffectLocation.Default || Canvas.RenderLocation == PostProcessEffectLocation.AfterAntiAliasingPass))
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projectionMatrix = renderContext.View.NonJitteredProjection; // Fix TAA jittering when rendering UI in world after TAA resolve
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projectionMatrix = renderContext.View.GetOverlayProjection(); // Fix TAA jittering when rendering UI in world after TAA resolve
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Matrix.Multiply(ref viewMatrix, ref projectionMatrix, out Matrix viewProjectionMatrix);
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// Pick a depth buffer
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