769 lines
20 KiB
HLSL
769 lines
20 KiB
HLSL
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#ifndef UNITY_COLOR_INCLUDED
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#define UNITY_COLOR_INCLUDED
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#if SHADER_API_MOBILE || SHADER_API_GLES || SHADER_API_GLES3
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#pragma warning (disable : 3205) // conversion of larger type to smaller
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl"
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//-----------------------------------------------------------------------------
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// Gamma space - Assume positive values
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//-----------------------------------------------------------------------------
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// Gamma20
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real Gamma20ToLinear(real c)
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{
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return c * c;
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}
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real3 Gamma20ToLinear(real3 c)
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{
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return c.rgb * c.rgb;
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}
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real4 Gamma20ToLinear(real4 c)
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{
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return real4(Gamma20ToLinear(c.rgb), c.a);
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}
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real LinearToGamma20(real c)
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{
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return sqrt(c);
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}
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real3 LinearToGamma20(real3 c)
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{
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return sqrt(c.rgb);
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}
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real4 LinearToGamma20(real4 c)
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{
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return real4(LinearToGamma20(c.rgb), c.a);
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}
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// Gamma22
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real Gamma22ToLinear(real c)
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{
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return PositivePow(c, 2.2);
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}
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real3 Gamma22ToLinear(real3 c)
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{
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return PositivePow(c.rgb, real3(2.2, 2.2, 2.2));
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}
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real4 Gamma22ToLinear(real4 c)
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{
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return real4(Gamma22ToLinear(c.rgb), c.a);
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}
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real LinearToGamma22(real c)
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{
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return PositivePow(c, 0.454545454545455);
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}
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real3 LinearToGamma22(real3 c)
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{
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return PositivePow(c.rgb, real3(0.454545454545455, 0.454545454545455, 0.454545454545455));
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}
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real4 LinearToGamma22(real4 c)
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{
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return real4(LinearToGamma22(c.rgb), c.a);
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}
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// sRGB
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real SRGBToLinear(real c)
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{
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#if defined(UNITY_COLORSPACE_GAMMA) && REAL_IS_HALF
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c = min(c, 100.0); // Make sure not to exceed HALF_MAX after the pow() below
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#endif
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real linearRGBLo = c / 12.92;
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real linearRGBHi = PositivePow((c + 0.055) / 1.055, 2.4);
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real linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi;
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return linearRGB;
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}
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real2 SRGBToLinear(real2 c)
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{
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#if defined(UNITY_COLORSPACE_GAMMA) && REAL_IS_HALF
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c = min(c, 100.0); // Make sure not to exceed HALF_MAX after the pow() below
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#endif
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real2 linearRGBLo = c / 12.92;
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real2 linearRGBHi = PositivePow((c + 0.055) / 1.055, real2(2.4, 2.4));
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real2 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi;
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return linearRGB;
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}
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real3 SRGBToLinear(real3 c)
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{
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#if defined(UNITY_COLORSPACE_GAMMA) && REAL_IS_HALF
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c = min(c, 100.0); // Make sure not to exceed HALF_MAX after the pow() below
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#endif
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real3 linearRGBLo = c / 12.92;
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real3 linearRGBHi = PositivePow((c + 0.055) / 1.055, real3(2.4, 2.4, 2.4));
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real3 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi;
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return linearRGB;
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}
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real4 SRGBToLinear(real4 c)
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{
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return real4(SRGBToLinear(c.rgb), c.a);
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}
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real LinearToSRGB(real c)
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{
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real sRGBLo = c * 12.92;
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real sRGBHi = (PositivePow(c, 1.0/2.4) * 1.055) - 0.055;
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real sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi;
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return sRGB;
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}
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real2 LinearToSRGB(real2 c)
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{
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real2 sRGBLo = c * 12.92;
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real2 sRGBHi = (PositivePow(c, real2(1.0/2.4, 1.0/2.4)) * 1.055) - 0.055;
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real2 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi;
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return sRGB;
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}
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real3 LinearToSRGB(real3 c)
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{
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real3 sRGBLo = c * 12.92;
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real3 sRGBHi = (PositivePow(c, real3(1.0/2.4, 1.0/2.4, 1.0/2.4)) * 1.055) - 0.055;
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real3 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi;
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return sRGB;
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}
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real4 LinearToSRGB(real4 c)
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{
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return real4(LinearToSRGB(c.rgb), c.a);
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}
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// TODO: Seb - To verify and refit!
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// Ref: http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
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real FastSRGBToLinear(real c)
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{
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return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
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}
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real2 FastSRGBToLinear(real2 c)
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{
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return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
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}
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real3 FastSRGBToLinear(real3 c)
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{
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return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
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}
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real4 FastSRGBToLinear(real4 c)
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{
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return real4(FastSRGBToLinear(c.rgb), c.a);
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}
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real FastLinearToSRGB(real c)
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{
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return saturate(1.055 * PositivePow(c, 0.416666667) - 0.055);
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}
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real2 FastLinearToSRGB(real2 c)
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{
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return saturate(1.055 * PositivePow(c, 0.416666667) - 0.055);
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}
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real3 FastLinearToSRGB(real3 c)
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{
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return saturate(1.055 * PositivePow(c, 0.416666667) - 0.055);
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}
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real4 FastLinearToSRGB(real4 c)
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{
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return real4(FastLinearToSRGB(c.rgb), c.a);
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}
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//-----------------------------------------------------------------------------
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// Color space
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//-----------------------------------------------------------------------------
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// Convert rgb to luminance
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// with rgb in linear space with sRGB primaries and D65 white point
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#ifndef BUILTIN_TARGET_API
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real Luminance(real3 linearRgb)
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{
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return dot(linearRgb, real3(0.2126729, 0.7151522, 0.0721750));
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}
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#endif
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real Luminance(real4 linearRgba)
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{
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return Luminance(linearRgba.rgb);
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}
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real AcesLuminance(real3 linearRgb)
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{
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return dot(linearRgb, AP1_RGB2Y);
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}
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real AcesLuminance(real4 linearRgba)
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{
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return AcesLuminance(linearRgba.rgb);
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}
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// Scotopic luminance approximation - input is in XYZ space
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// Note: the range of values returned is approximately [0;4]
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// "A spatial postprocessing algorithm for images of night scenes"
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// William B. Thompson, Peter Shirley, and James A. Ferwerda
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real ScotopicLuminance(real3 xyzRgb)
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{
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float X = xyzRgb.x;
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float Y = xyzRgb.y;
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float Z = xyzRgb.z;
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return Y * (1.33 * (1.0 + (Y + Z) / X) - 1.68);
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}
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real ScotopicLuminance(real4 xyzRgba)
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{
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return ScotopicLuminance(xyzRgba.rgb);
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}
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// This function take a rgb color (best is to provide color in sRGB space)
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// and return a YCoCg color in [0..1] space for 8bit (An offset is apply in the function)
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// Ref: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html
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#define YCOCG_CHROMA_BIAS (128.0 / 255.0)
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real3 RGBToYCoCg(real3 rgb)
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{
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real3 YCoCg;
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YCoCg.x = dot(rgb, real3(0.25, 0.5, 0.25));
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YCoCg.y = dot(rgb, real3(0.5, 0.0, -0.5)) + YCOCG_CHROMA_BIAS;
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YCoCg.z = dot(rgb, real3(-0.25, 0.5, -0.25)) + YCOCG_CHROMA_BIAS;
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return YCoCg;
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}
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real3 YCoCgToRGB(real3 YCoCg)
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{
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real Y = YCoCg.x;
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real Co = YCoCg.y - YCOCG_CHROMA_BIAS;
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real Cg = YCoCg.z - YCOCG_CHROMA_BIAS;
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real3 rgb;
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rgb.r = Y + Co - Cg;
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rgb.g = Y + Cg;
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rgb.b = Y - Co - Cg;
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return rgb;
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}
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// Following function can be use to reconstruct chroma component for a checkboard YCoCg pattern
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// Reference: The Compact YCoCg Frame Buffer
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real YCoCgCheckBoardEdgeFilter(real centerLum, real2 a0, real2 a1, real2 a2, real2 a3)
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{
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real4 lum = real4(a0.x, a1.x, a2.x, a3.x);
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// Optimize: real4 w = 1.0 - step(30.0 / 255.0, abs(lum - centerLum));
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real4 w = 1.0 - saturate((abs(lum.xxxx - centerLum) - 30.0 / 255.0) * HALF_MAX);
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real W = w.x + w.y + w.z + w.w;
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// handle the special case where all the weights are zero.
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return (W == 0.0) ? a0.y : (w.x * a0.y + w.y* a1.y + w.z* a2.y + w.w * a3.y) / W;
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}
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// Converts linear RGB to LMS
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// Full float precision to avoid precision artefact when using ACES tonemapping
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float3 LinearToLMS(float3 x)
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{
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const real3x3 LIN_2_LMS_MAT = {
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3.90405e-1, 5.49941e-1, 8.92632e-3,
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7.08416e-2, 9.63172e-1, 1.35775e-3,
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2.31082e-2, 1.28021e-1, 9.36245e-1
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};
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return mul(LIN_2_LMS_MAT, x);
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}
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// Full float precision to avoid precision artefact when using ACES tonemapping
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float3 LMSToLinear(float3 x)
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{
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const real3x3 LMS_2_LIN_MAT = {
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2.85847e+0, -1.62879e+0, -2.48910e-2,
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-2.10182e-1, 1.15820e+0, 3.24281e-4,
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-4.18120e-2, -1.18169e-1, 1.06867e+0
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};
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return mul(LMS_2_LIN_MAT, x);
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}
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// Hue, Saturation, Value
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// Ranges:
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// Hue [0.0, 1.0]
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// Sat [0.0, 1.0]
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// Lum [0.0, HALF_MAX]
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real3 RgbToHsv(real3 c)
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{
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const real4 K = real4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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real4 p = lerp(real4(c.bg, K.wz), real4(c.gb, K.xy), step(c.b, c.g));
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real4 q = lerp(real4(p.xyw, c.r), real4(c.r, p.yzx), step(p.x, c.r));
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real d = q.x - min(q.w, q.y);
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const real e = 1.0e-4;
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return real3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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real3 HsvToRgb(real3 c)
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{
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const real4 K = real4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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real3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
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}
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real RotateHue(real value, real low, real hi)
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{
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return (value < low)
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? value + hi
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: (value > hi)
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? value - hi
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: value;
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}
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// Soft-light blending mode use for split-toning. Works in HDR as long as `blend` is [0;1] which is
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// fine for our use case.
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float3 SoftLight(float3 base, float3 blend)
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{
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float3 r1 = 2.0 * base * blend + base * base * (1.0 - 2.0 * blend);
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float3 r2 = sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend);
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float3 t = step(0.5, blend);
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return r2 * t + (1.0 - t) * r1;
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}
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// SMPTE ST.2084 (PQ) transfer functions
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// 1.0 = 100nits, 100.0 = 10knits
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#define DEFAULT_MAX_PQ 100.0
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struct ParamsPQ
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{
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real N, M;
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real C1, C2, C3;
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};
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static const ParamsPQ PQ =
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{
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2610.0 / 4096.0 / 4.0, // N
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2523.0 / 4096.0 * 128.0, // M
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3424.0 / 4096.0, // C1
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2413.0 / 4096.0 * 32.0, // C2
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2392.0 / 4096.0 * 32.0, // C3
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};
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real3 LinearToPQ(real3 x, real maxPQValue)
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{
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x = PositivePow(x / maxPQValue, PQ.N);
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real3 nd = (PQ.C1 + PQ.C2 * x) / (1.0 + PQ.C3 * x);
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return PositivePow(nd, PQ.M);
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}
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real3 LinearToPQ(real3 x)
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{
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return LinearToPQ(x, DEFAULT_MAX_PQ);
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}
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real3 PQToLinear(real3 x, real maxPQValue)
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{
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x = PositivePow(x, rcp(PQ.M));
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real3 nd = max(x - PQ.C1, 0.0) / (PQ.C2 - (PQ.C3 * x));
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return PositivePow(nd, rcp(PQ.N)) * maxPQValue;
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}
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real3 PQToLinear(real3 x)
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{
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return PQToLinear(x, DEFAULT_MAX_PQ);
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}
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// Alexa LogC converters (El 1000)
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// See http://www.vocas.nl/webfm_send/964
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// Max range is ~58.85666
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// Set to 1 to use more precise but more expensive log/linear conversions. I haven't found a proper
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// use case for the high precision version yet so I'm leaving this to 0.
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#define USE_PRECISE_LOGC 0
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struct ParamsLogC
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{
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real cut;
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real a, b, c, d, e, f;
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};
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static const ParamsLogC LogC =
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{
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0.011361, // cut
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5.555556, // a
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0.047996, // b
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0.244161, // c
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0.386036, // d
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5.301883, // e
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0.092819 // f
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};
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real LinearToLogC_Precise(real x)
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{
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real o;
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if (x > LogC.cut)
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||
|
o = LogC.c * log10(max(LogC.a * x + LogC.b, 0.0)) + LogC.d;
|
||
|
else
|
||
|
o = LogC.e * x + LogC.f;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
// Full float precision to avoid precision artefact when using ACES tonemapping
|
||
|
float3 LinearToLogC(float3 x)
|
||
|
{
|
||
|
#if USE_PRECISE_LOGC
|
||
|
return real3(
|
||
|
LinearToLogC_Precise(x.x),
|
||
|
LinearToLogC_Precise(x.y),
|
||
|
LinearToLogC_Precise(x.z)
|
||
|
);
|
||
|
#else
|
||
|
return LogC.c * log10(max(LogC.a * x + LogC.b, 0.0)) + LogC.d;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
real LogCToLinear_Precise(real x)
|
||
|
{
|
||
|
real o;
|
||
|
if (x > LogC.e * LogC.cut + LogC.f)
|
||
|
o = (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a;
|
||
|
else
|
||
|
o = (x - LogC.f) / LogC.e;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
// Full float precision to avoid precision artefact when using ACES tonemapping
|
||
|
float3 LogCToLinear(float3 x)
|
||
|
{
|
||
|
#if USE_PRECISE_LOGC
|
||
|
return real3(
|
||
|
LogCToLinear_Precise(x.x),
|
||
|
LogCToLinear_Precise(x.y),
|
||
|
LogCToLinear_Precise(x.z)
|
||
|
);
|
||
|
#else
|
||
|
return (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Utilities
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
real3 Desaturate(real3 value, real saturation)
|
||
|
{
|
||
|
// Saturation = Colorfulness / Brightness.
|
||
|
// https://munsell.com/color-blog/difference-chroma-saturation/
|
||
|
real mean = Avg3(value.r, value.g, value.b);
|
||
|
real3 dev = value - mean;
|
||
|
|
||
|
return mean + dev * saturation;
|
||
|
}
|
||
|
|
||
|
// Fast reversible tonemapper
|
||
|
// http://gpuopen.com/optimized-reversible-tonemapper-for-resolve/
|
||
|
real FastTonemapPerChannel(real c)
|
||
|
{
|
||
|
return c * rcp(c + 1.0);
|
||
|
}
|
||
|
|
||
|
real2 FastTonemapPerChannel(real2 c)
|
||
|
{
|
||
|
return c * rcp(c + 1.0);
|
||
|
}
|
||
|
|
||
|
real3 FastTonemap(real3 c)
|
||
|
{
|
||
|
return c * rcp(Max3(c.r, c.g, c.b) + 1.0);
|
||
|
}
|
||
|
|
||
|
real4 FastTonemap(real4 c)
|
||
|
{
|
||
|
return real4(FastTonemap(c.rgb), c.a);
|
||
|
}
|
||
|
|
||
|
real3 FastTonemap(real3 c, real w)
|
||
|
{
|
||
|
return c * (w * rcp(Max3(c.r, c.g, c.b) + 1.0));
|
||
|
}
|
||
|
|
||
|
real4 FastTonemap(real4 c, real w)
|
||
|
{
|
||
|
return real4(FastTonemap(c.rgb, w), c.a);
|
||
|
}
|
||
|
|
||
|
real FastTonemapPerChannelInvert(real c)
|
||
|
{
|
||
|
return c * rcp(1.0 - c);
|
||
|
}
|
||
|
|
||
|
real2 FastTonemapPerChannelInvert(real2 c)
|
||
|
{
|
||
|
return c * rcp(1.0 - c);
|
||
|
}
|
||
|
|
||
|
real3 FastTonemapInvert(real3 c)
|
||
|
{
|
||
|
return c * rcp(1.0 - Max3(c.r, c.g, c.b));
|
||
|
}
|
||
|
|
||
|
real4 FastTonemapInvert(real4 c)
|
||
|
{
|
||
|
return real4(FastTonemapInvert(c.rgb), c.a);
|
||
|
}
|
||
|
|
||
|
#ifndef SHADER_API_GLES
|
||
|
// 3D LUT grading
|
||
|
// scaleOffset = (1 / lut_size, lut_size - 1)
|
||
|
real3 ApplyLut3D(TEXTURE3D_PARAM(tex, samplerTex), float3 uvw, float2 scaleOffset)
|
||
|
{
|
||
|
uvw.xyz = uvw.xyz * scaleOffset.yyy * scaleOffset.xxx + scaleOffset.xxx * 0.5;
|
||
|
return SAMPLE_TEXTURE3D_LOD(tex, samplerTex, uvw, 0.0).rgb;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// 2D LUT grading
|
||
|
// scaleOffset = (1 / lut_width, 1 / lut_height, lut_height - 1)
|
||
|
real3 ApplyLut2D(TEXTURE2D_PARAM(tex, samplerTex), float3 uvw, float3 scaleOffset)
|
||
|
{
|
||
|
// Strip format where `height = sqrt(width)`
|
||
|
uvw.z *= scaleOffset.z;
|
||
|
float shift = floor(uvw.z);
|
||
|
uvw.xy = uvw.xy * scaleOffset.z * scaleOffset.xy + scaleOffset.xy * 0.5;
|
||
|
uvw.x += shift * scaleOffset.y;
|
||
|
uvw.xyz = lerp(
|
||
|
SAMPLE_TEXTURE2D_LOD(tex, samplerTex, uvw.xy, 0.0).rgb,
|
||
|
SAMPLE_TEXTURE2D_LOD(tex, samplerTex, uvw.xy + float2(scaleOffset.y, 0.0), 0.0).rgb,
|
||
|
uvw.z - shift
|
||
|
);
|
||
|
return uvw;
|
||
|
}
|
||
|
|
||
|
// Returns the default value for a given position on a 2D strip-format color lookup table
|
||
|
// params = (lut_height, 0.5 / lut_width, 0.5 / lut_height, lut_height / lut_height - 1)
|
||
|
real3 GetLutStripValue(float2 uv, float4 params)
|
||
|
{
|
||
|
uv -= params.yz;
|
||
|
real3 color;
|
||
|
color.r = frac(uv.x * params.x);
|
||
|
color.b = uv.x - color.r / params.x;
|
||
|
color.g = uv.y;
|
||
|
return color * params.w;
|
||
|
}
|
||
|
|
||
|
// Neutral tonemapping (Hable/Hejl/Frostbite)
|
||
|
// Input is linear RGB
|
||
|
// More accuracy to avoid NaN on extremely high values.
|
||
|
float3 NeutralCurve(float3 x, real a, real b, real c, real d, real e, real f)
|
||
|
{
|
||
|
return ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f;
|
||
|
}
|
||
|
|
||
|
#define TONEMAPPING_CLAMP_MAX 435.18712 //(-b + sqrt(b * b - 4 * a * (HALF_MAX - d * f))) / (2 * a * whiteScale)
|
||
|
//Extremely high values cause NaN output when using fp16, we clamp to avoid the performace hit of switching to fp32
|
||
|
//The overflow happens in (x * (a * x + b) + d * f) of the NeutralCurve, highest value that avoids fp16 precision errors is ~571.56873
|
||
|
//Since whiteScale is constant (~1.31338) max input is ~435.18712
|
||
|
|
||
|
real3 NeutralTonemap(real3 x)
|
||
|
{
|
||
|
// Tonemap
|
||
|
const real a = 0.2;
|
||
|
const real b = 0.29;
|
||
|
const real c = 0.24;
|
||
|
const real d = 0.272;
|
||
|
const real e = 0.02;
|
||
|
const real f = 0.3;
|
||
|
const real whiteLevel = 5.3;
|
||
|
const real whiteClip = 1.0;
|
||
|
|
||
|
#if defined(SHADER_API_MOBILE)
|
||
|
x = min(x, TONEMAPPING_CLAMP_MAX);
|
||
|
#endif
|
||
|
|
||
|
real3 whiteScale = (1.0).xxx / NeutralCurve(whiteLevel, a, b, c, d, e, f);
|
||
|
x = NeutralCurve(x * whiteScale, a, b, c, d, e, f);
|
||
|
x *= whiteScale;
|
||
|
|
||
|
// Post-curve white point adjustment
|
||
|
x /= whiteClip.xxx;
|
||
|
|
||
|
return x;
|
||
|
}
|
||
|
|
||
|
// Raw, unoptimized version of John Hable's artist-friendly tone curve
|
||
|
// Input is linear RGB
|
||
|
real EvalCustomSegment(real x, real4 segmentA, real2 segmentB)
|
||
|
{
|
||
|
const real kOffsetX = segmentA.x;
|
||
|
const real kOffsetY = segmentA.y;
|
||
|
const real kScaleX = segmentA.z;
|
||
|
const real kScaleY = segmentA.w;
|
||
|
const real kLnA = segmentB.x;
|
||
|
const real kB = segmentB.y;
|
||
|
|
||
|
real x0 = (x - kOffsetX) * kScaleX;
|
||
|
real y0 = (x0 > 0.0) ? exp(kLnA + kB * log(x0)) : 0.0;
|
||
|
return y0 * kScaleY + kOffsetY;
|
||
|
}
|
||
|
|
||
|
real EvalCustomCurve(real x, real3 curve, real4 toeSegmentA, real2 toeSegmentB, real4 midSegmentA, real2 midSegmentB, real4 shoSegmentA, real2 shoSegmentB)
|
||
|
{
|
||
|
real4 segmentA;
|
||
|
real2 segmentB;
|
||
|
|
||
|
if (x < curve.y)
|
||
|
{
|
||
|
segmentA = toeSegmentA;
|
||
|
segmentB = toeSegmentB;
|
||
|
}
|
||
|
else if (x < curve.z)
|
||
|
{
|
||
|
segmentA = midSegmentA;
|
||
|
segmentB = midSegmentB;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
segmentA = shoSegmentA;
|
||
|
segmentB = shoSegmentB;
|
||
|
}
|
||
|
|
||
|
return EvalCustomSegment(x, segmentA, segmentB);
|
||
|
}
|
||
|
|
||
|
// curve: x: inverseWhitePoint, y: x0, z: x1
|
||
|
real3 CustomTonemap(real3 x, real3 curve, real4 toeSegmentA, real2 toeSegmentB, real4 midSegmentA, real2 midSegmentB, real4 shoSegmentA, real2 shoSegmentB)
|
||
|
{
|
||
|
real3 normX = x * curve.x;
|
||
|
real3 ret;
|
||
|
ret.x = EvalCustomCurve(normX.x, curve, toeSegmentA, toeSegmentB, midSegmentA, midSegmentB, shoSegmentA, shoSegmentB);
|
||
|
ret.y = EvalCustomCurve(normX.y, curve, toeSegmentA, toeSegmentB, midSegmentA, midSegmentB, shoSegmentA, shoSegmentB);
|
||
|
ret.z = EvalCustomCurve(normX.z, curve, toeSegmentA, toeSegmentB, midSegmentA, midSegmentB, shoSegmentA, shoSegmentB);
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
// Coming from STP, to replace when STP lands.
|
||
|
#define SAT 8.0f
|
||
|
real3 InvertibleTonemap(real3 x)
|
||
|
{
|
||
|
real y = rcp(real(SAT) + Max3(x.r, x.g, x.b));
|
||
|
return saturate(x * real(y));
|
||
|
}
|
||
|
|
||
|
real3 InvertibleTonemapInverse(real3 x)
|
||
|
{
|
||
|
float y = rcp(max(real(1.0 / 32768.0), saturate(real(1.0 / SAT) - Max3(x.r, x.g, x.b) * real(1.0 / SAT))));
|
||
|
return x * y;
|
||
|
}
|
||
|
|
||
|
// Filmic tonemapping (ACES fitting, unless TONEMAPPING_USE_FULL_ACES is set to 1)
|
||
|
// Input is ACES2065-1 (AP0 w/ linear encoding)
|
||
|
#define TONEMAPPING_USE_FULL_ACES 0
|
||
|
|
||
|
float3 AcesTonemap(float3 aces)
|
||
|
{
|
||
|
#if TONEMAPPING_USE_FULL_ACES
|
||
|
|
||
|
float3 oces = RRT(aces);
|
||
|
float3 odt = ODT_RGBmonitor_100nits_dim(oces);
|
||
|
return odt;
|
||
|
|
||
|
#else
|
||
|
|
||
|
// --- Glow module --- //
|
||
|
float saturation = rgb_2_saturation(aces);
|
||
|
float ycIn = rgb_2_yc(aces);
|
||
|
float s = sigmoid_shaper((saturation - 0.4) / 0.2);
|
||
|
float addedGlow = 1.0 + glow_fwd(ycIn, RRT_GLOW_GAIN * s, RRT_GLOW_MID);
|
||
|
aces *= addedGlow;
|
||
|
|
||
|
// --- Red modifier --- //
|
||
|
float hue = rgb_2_hue(aces);
|
||
|
float centeredHue = center_hue(hue, RRT_RED_HUE);
|
||
|
float hueWeight;
|
||
|
{
|
||
|
//hueWeight = cubic_basis_shaper(centeredHue, RRT_RED_WIDTH);
|
||
|
hueWeight = smoothstep(0.0, 1.0, 1.0 - abs(2.0 * centeredHue / RRT_RED_WIDTH));
|
||
|
hueWeight *= hueWeight;
|
||
|
}
|
||
|
|
||
|
aces.r += hueWeight * saturation * (RRT_RED_PIVOT - aces.r) * (1.0 - RRT_RED_SCALE);
|
||
|
|
||
|
// --- ACES to RGB rendering space --- //
|
||
|
float3 acescg = max(0.0, ACES_to_ACEScg(aces));
|
||
|
|
||
|
// --- Global desaturation --- //
|
||
|
//acescg = mul(RRT_SAT_MAT, acescg);
|
||
|
acescg = lerp(dot(acescg, AP1_RGB2Y).xxx, acescg, RRT_SAT_FACTOR.xxx);
|
||
|
|
||
|
// Luminance fitting of *RRT.a1.0.3 + ODT.Academy.RGBmonitor_100nits_dim.a1.0.3*.
|
||
|
// https://github.com/colour-science/colour-unity/blob/master/Assets/Colour/Notebooks/CIECAM02_Unity.ipynb
|
||
|
// RMSE: 0.0012846272106
|
||
|
#if defined(SHADER_API_SWITCH) // Fix floating point overflow on extremely large values.
|
||
|
const float a = 2.785085 * 0.01;
|
||
|
const float b = 0.107772 * 0.01;
|
||
|
const float c = 2.936045 * 0.01;
|
||
|
const float d = 0.887122 * 0.01;
|
||
|
const float e = 0.806889 * 0.01;
|
||
|
float3 x = acescg;
|
||
|
float3 rgbPost = ((a * x + b)) / ((c * x + d) + e/(x + FLT_MIN));
|
||
|
#else
|
||
|
const float a = 2.785085;
|
||
|
const float b = 0.107772;
|
||
|
const float c = 2.936045;
|
||
|
const float d = 0.887122;
|
||
|
const float e = 0.806889;
|
||
|
float3 x = acescg;
|
||
|
float3 rgbPost = (x * (a * x + b)) / (x * (c * x + d) + e);
|
||
|
#endif
|
||
|
|
||
|
// Scale luminance to linear code value
|
||
|
// float3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK);
|
||
|
|
||
|
// Apply gamma adjustment to compensate for dim surround
|
||
|
float3 linearCV = darkSurround_to_dimSurround(rgbPost);
|
||
|
|
||
|
// Apply desaturation to compensate for luminance difference
|
||
|
//linearCV = mul(ODT_SAT_MAT, color);
|
||
|
linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx);
|
||
|
|
||
|
// Convert to display primary encoding
|
||
|
// Rendering space RGB to XYZ
|
||
|
float3 XYZ = mul(AP1_2_XYZ_MAT, linearCV);
|
||
|
|
||
|
// Apply CAT from ACES white point to assumed observer adapted white point
|
||
|
XYZ = mul(D60_2_D65_CAT, XYZ);
|
||
|
|
||
|
// CIE XYZ to display primaries
|
||
|
linearCV = mul(XYZ_2_REC709_MAT, XYZ);
|
||
|
|
||
|
return linearCV;
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// RGBM encode/decode
|
||
|
static const float kRGBMRange = 8.0;
|
||
|
|
||
|
half4 EncodeRGBM(half3 color)
|
||
|
{
|
||
|
color *= 1.0 / kRGBMRange;
|
||
|
half m = max(max(color.x, color.y), max(color.z, 1e-5));
|
||
|
m = ceil(m * 255) / 255;
|
||
|
return half4(color / m, m);
|
||
|
}
|
||
|
|
||
|
half3 DecodeRGBM(half4 rgbm)
|
||
|
{
|
||
|
return rgbm.xyz * rgbm.w * kRGBMRange;
|
||
|
}
|
||
|
|
||
|
#if SHADER_API_MOBILE || SHADER_API_GLES || SHADER_API_GLES3
|
||
|
#pragma warning (enable : 3205) // conversion of larger type to smaller
|
||
|
#endif
|
||
|
|
||
|
#endif // UNITY_COLOR_INCLUDED
|