395 lines
14 KiB
C#
395 lines
14 KiB
C#
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// A raw implementation of John Hable's artist-friendly tonemapping curve.
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/// See http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/
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/// </summary>
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public class HableCurve
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{
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class Segment
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{
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public float offsetX;
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public float offsetY;
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public float scaleX;
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public float scaleY;
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public float lnA;
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public float B;
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public float Eval(float x)
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{
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float x0 = (x - offsetX) * scaleX;
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float y0 = 0f;
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// log(0) is undefined but our function should evaluate to 0. There are better ways to handle this,
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// but it's doing it the slow way here for clarity.
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if (x0 > 0)
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y0 = Mathf.Exp(lnA + B * Mathf.Log(x0));
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return y0 * scaleY + offsetY;
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}
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}
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struct DirectParams
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{
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internal float x0;
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internal float y0;
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internal float x1;
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internal float y1;
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internal float W;
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internal float overshootX;
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internal float overshootY;
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internal float gamma;
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}
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/// <summary>
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/// The curve's white point.
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/// </summary>
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public float whitePoint { get; private set; }
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/// <summary>
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/// The inverse of the curve's white point.
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/// </summary>
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public float inverseWhitePoint { get; private set; }
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internal float x0 { get; private set; }
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internal float x1 { get; private set; }
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// Toe, mid, shoulder
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readonly Segment[] m_Segments = new Segment[3];
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/// <summary>
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/// Creates a new curve.
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/// </summary>
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public HableCurve()
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{
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for (int i = 0; i < 3; i++)
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m_Segments[i] = new Segment();
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uniforms = new Uniforms(this);
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}
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/// <summary>
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/// Evaluates a given point on the curve.
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/// </summary>
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/// <param name="x">The point within the curve to evaluate (on the horizontal axis)</param>
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/// <returns>The value of the curve, at the point specified</returns>
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public float Eval(float x)
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{
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float normX = x * inverseWhitePoint;
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int index = (normX < x0) ? 0 : ((normX < x1) ? 1 : 2);
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var segment = m_Segments[index];
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float ret = segment.Eval(normX);
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return ret;
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}
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/// <summary>
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/// Initializes the curve with given settings.
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/// </summary>
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/// <param name="toeStrength">Affects the transition between the toe and the mid section of
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/// the curve. A value of 0 means no toe, a value of 1 means a very hard transition</param>
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/// <param name="toeLength">Affects how much of the dynamic range is in the toe. With a
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/// small value, the toe will be very short and quickly transition into the linear section,
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/// and with a longer value having a longer toe</param>
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/// <param name="shoulderStrength">Affects the transition between the mid section and the
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/// shoulder of the curve. A value of 0 means no shoulder, a value of 1 means a very hard
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/// transition</param>
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/// <param name="shoulderLength">Affects how many F-stops (EV) to add to the dynamic range
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/// of the curve</param>
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/// <param name="shoulderAngle">Affects how much overshoot to add to the shoulder</param>
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/// <param name="gamma">Applies a gamma function to the curve</param>
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public void Init(float toeStrength, float toeLength, float shoulderStrength, float shoulderLength, float shoulderAngle, float gamma)
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{
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var dstParams = new DirectParams();
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// This is not actually the display gamma. It's just a UI space to avoid having to
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// enter small numbers for the input.
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const float kPerceptualGamma = 2.2f;
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// Constraints
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{
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toeLength = Mathf.Pow(Mathf.Clamp01(toeLength), kPerceptualGamma);
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toeStrength = Mathf.Clamp01(toeStrength);
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shoulderAngle = Mathf.Clamp01(shoulderAngle);
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shoulderStrength = Mathf.Clamp(shoulderStrength, 1e-5f, 1f - 1e-5f);
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shoulderLength = Mathf.Max(0f, shoulderLength);
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gamma = Mathf.Max(1e-5f, gamma);
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}
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// Apply base params
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{
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// Toe goes from 0 to 0.5
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float x0 = toeLength * 0.5f;
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float y0 = (1f - toeStrength) * x0; // Lerp from 0 to x0
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float remainingY = 1f - y0;
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float initialW = x0 + remainingY;
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float y1_offset = (1f - shoulderStrength) * remainingY;
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float x1 = x0 + y1_offset;
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float y1 = y0 + y1_offset;
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// Filmic shoulder strength is in F stops
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float extraW = RuntimeUtilities.Exp2(shoulderLength) - 1f;
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float W = initialW + extraW;
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dstParams.x0 = x0;
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dstParams.y0 = y0;
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dstParams.x1 = x1;
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dstParams.y1 = y1;
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dstParams.W = W;
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// Bake the linear to gamma space conversion
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dstParams.gamma = gamma;
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}
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dstParams.overshootX = (dstParams.W * 2f) * shoulderAngle * shoulderLength;
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dstParams.overshootY = 0.5f * shoulderAngle * shoulderLength;
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InitSegments(dstParams);
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}
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void InitSegments(DirectParams srcParams)
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{
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var paramsCopy = srcParams;
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whitePoint = srcParams.W;
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inverseWhitePoint = 1f / srcParams.W;
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// normalize params to 1.0 range
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paramsCopy.W = 1f;
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paramsCopy.x0 /= srcParams.W;
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paramsCopy.x1 /= srcParams.W;
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paramsCopy.overshootX = srcParams.overshootX / srcParams.W;
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float toeM = 0f;
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float shoulderM = 0f;
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{
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float m, b;
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AsSlopeIntercept(out m, out b, paramsCopy.x0, paramsCopy.x1, paramsCopy.y0, paramsCopy.y1);
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float g = srcParams.gamma;
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// Base function of linear section plus gamma is
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// y = (mx+b)^g
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//
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// which we can rewrite as
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// y = exp(g*ln(m) + g*ln(x+b/m))
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//
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// and our evaluation function is (skipping the if parts):
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/*
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float x0 = (x - offsetX) * scaleX;
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y0 = exp(m_lnA + m_B*log(x0));
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return y0*scaleY + m_offsetY;
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*/
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var midSegment = m_Segments[1];
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midSegment.offsetX = -(b / m);
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midSegment.offsetY = 0f;
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midSegment.scaleX = 1f;
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midSegment.scaleY = 1f;
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midSegment.lnA = g * Mathf.Log(m);
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midSegment.B = g;
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toeM = EvalDerivativeLinearGamma(m, b, g, paramsCopy.x0);
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shoulderM = EvalDerivativeLinearGamma(m, b, g, paramsCopy.x1);
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// apply gamma to endpoints
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paramsCopy.y0 = Mathf.Max(1e-5f, Mathf.Pow(paramsCopy.y0, paramsCopy.gamma));
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paramsCopy.y1 = Mathf.Max(1e-5f, Mathf.Pow(paramsCopy.y1, paramsCopy.gamma));
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paramsCopy.overshootY = Mathf.Pow(1f + paramsCopy.overshootY, paramsCopy.gamma) - 1f;
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}
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this.x0 = paramsCopy.x0;
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this.x1 = paramsCopy.x1;
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// Toe section
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{
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var toeSegment = m_Segments[0];
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toeSegment.offsetX = 0;
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toeSegment.offsetY = 0f;
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toeSegment.scaleX = 1f;
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toeSegment.scaleY = 1f;
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float lnA, B;
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SolveAB(out lnA, out B, paramsCopy.x0, paramsCopy.y0, toeM);
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toeSegment.lnA = lnA;
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toeSegment.B = B;
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}
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// Shoulder section
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{
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// Use the simple version that is usually too flat
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var shoulderSegment = m_Segments[2];
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float x0 = (1f + paramsCopy.overshootX) - paramsCopy.x1;
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float y0 = (1f + paramsCopy.overshootY) - paramsCopy.y1;
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float lnA, B;
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SolveAB(out lnA, out B, x0, y0, shoulderM);
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shoulderSegment.offsetX = (1f + paramsCopy.overshootX);
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shoulderSegment.offsetY = (1f + paramsCopy.overshootY);
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shoulderSegment.scaleX = -1f;
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shoulderSegment.scaleY = -1f;
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shoulderSegment.lnA = lnA;
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shoulderSegment.B = B;
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}
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// Normalize so that we hit 1.0 at our white point. We wouldn't have do this if we
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// skipped the overshoot part.
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{
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// Evaluate shoulder at the end of the curve
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float scale = m_Segments[2].Eval(1f);
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float invScale = 1f / scale;
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m_Segments[0].offsetY *= invScale;
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m_Segments[0].scaleY *= invScale;
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m_Segments[1].offsetY *= invScale;
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m_Segments[1].scaleY *= invScale;
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m_Segments[2].offsetY *= invScale;
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m_Segments[2].scaleY *= invScale;
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}
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}
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// Find a function of the form:
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// f(x) = e^(lnA + Bln(x))
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// where
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// f(0) = 0; not really a constraint
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// f(x0) = y0
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// f'(x0) = m
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void SolveAB(out float lnA, out float B, float x0, float y0, float m)
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{
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B = (m * x0) / y0;
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lnA = Mathf.Log(y0) - B * Mathf.Log(x0);
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}
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// Convert to y=mx+b
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void AsSlopeIntercept(out float m, out float b, float x0, float x1, float y0, float y1)
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{
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float dy = (y1 - y0);
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float dx = (x1 - x0);
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if (dx == 0)
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m = 1f;
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else
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m = dy / dx;
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b = y0 - x0 * m;
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}
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// f(x) = (mx+b)^g
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// f'(x) = gm(mx+b)^(g-1)
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float EvalDerivativeLinearGamma(float m, float b, float g, float x)
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{
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float ret = g * m * Mathf.Pow(m * x + b, g - 1f);
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return ret;
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}
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/// <summary>
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/// Utility class to retrieve curve values for shader evaluation.
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/// </summary>
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public class Uniforms
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{
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HableCurve parent;
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internal Uniforms(HableCurve parent)
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{
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this.parent = parent;
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}
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/// <summary>
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/// A pre-built <see cref="Vector4"/> holding: <c>(inverseWhitePoint, x0, x1, 0)</c>.
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/// </summary>
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public Vector4 curve
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{
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get { return new Vector4(parent.inverseWhitePoint, parent.x0, parent.x1, 0f); }
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}
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/// <summary>
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/// A pre-built <see cref="Vector4"/> holding: <c>(toe.offsetX, toe.offsetY, toe.scaleX, toe.scaleY)</c>.
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/// </summary>
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public Vector4 toeSegmentA
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{
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get
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{
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var toe = parent.m_Segments[0];
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return new Vector4(toe.offsetX, toe.offsetY, toe.scaleX, toe.scaleY);
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}
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}
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/// <summary>
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/// A pre-built <see cref="Vector4"/> holding: <c>(toe.lnA, toe.B, 0, 0)</c>.
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/// </summary>
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public Vector4 toeSegmentB
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{
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get
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{
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var toe = parent.m_Segments[0];
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return new Vector4(toe.lnA, toe.B, 0f, 0f);
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}
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}
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/// <summary>
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/// A pre-built <see cref="Vector4"/> holding: <c>(mid.offsetX, mid.offsetY, mid.scaleX, mid.scaleY)</c>.
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/// </summary>
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public Vector4 midSegmentA
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{
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get
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{
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var mid = parent.m_Segments[1];
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return new Vector4(mid.offsetX, mid.offsetY, mid.scaleX, mid.scaleY);
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}
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}
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/// <summary>
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/// A pre-built <see cref="Vector4"/> holding: <c>(mid.lnA, mid.B, 0, 0)</c>.
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/// </summary>
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public Vector4 midSegmentB
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{
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get
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{
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var mid = parent.m_Segments[1];
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return new Vector4(mid.lnA, mid.B, 0f, 0f);
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}
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}
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/// <summary>
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/// A pre-built <see cref="Vector4"/> holding: <c>(toe.offsetX, toe.offsetY, toe.scaleX, toe.scaleY)</c>.
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/// </summary>
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public Vector4 shoSegmentA
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{
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get
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{
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var sho = parent.m_Segments[2];
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return new Vector4(sho.offsetX, sho.offsetY, sho.scaleX, sho.scaleY);
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}
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}
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/// <summary>
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/// A pre-built <see cref="Vector4"/> holding: <c>(sho.lnA, sho.B, 0, 0)</c>.
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/// </summary>
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public Vector4 shoSegmentB
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{
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get
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{
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var sho = parent.m_Segments[2];
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return new Vector4(sho.lnA, sho.B, 0f, 0f);
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}
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}
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}
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/// <summary>
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/// The builtin <see cref="Uniforms"/> instance for this curve.
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/// </summary>
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public readonly Uniforms uniforms;
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}
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}
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