Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Shaders/Builtins/ExposureHistogram.hlsl

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2023-03-28 13:24:16 -04:00
#ifndef UNITY_POSTFX_EXPOSURE_HISTOGRAM
#define UNITY_POSTFX_EXPOSURE_HISTOGRAM
// Don't forget to update 'LogHistogram.cs' if you change these values !
#define HISTOGRAM_BINS 128
#define HISTOGRAM_TEXELS HISTOGRAM_BINS / 4
#if SHADER_API_GLES3 || SHADER_API_METAL
#define HISTOGRAM_THREAD_X 8
#define HISTOGRAM_THREAD_Y 8
#define HISTOGRAM_REDUCTION_THREAD_X 8
#define HISTOGRAM_REDUCTION_THREAD_Y 8
#define HISTOGRAM_REDUCTION_ALT_PATH 1
#else
#define HISTOGRAM_THREAD_X 16
#define HISTOGRAM_THREAD_Y 16
#define HISTOGRAM_REDUCTION_THREAD_X HISTOGRAM_THREAD_X
#define HISTOGRAM_REDUCTION_THREAD_Y HISTOGRAM_BINS / HISTOGRAM_THREAD_Y
#define HISTOGRAM_REDUCTION_ALT_PATH 0
#endif
#define HISTOGRAM_REDUCTION_BINS HISTOGRAM_REDUCTION_THREAD_X * HISTOGRAM_REDUCTION_THREAD_Y
float GetHistogramBinFromLuminance(float value, float2 scaleOffset)
{
return saturate(log2(value) * scaleOffset.x + scaleOffset.y);
}
float GetLuminanceFromHistogramBin(float bin, float2 scaleOffset)
{
return exp2((bin - scaleOffset.y) / scaleOffset.x);
}
float GetBinValue(StructuredBuffer<uint> buffer, uint index, float maxHistogramValue)
{
return float(buffer[index]) * maxHistogramValue;
}
float FindMaxHistogramValue(StructuredBuffer<uint> buffer)
{
uint maxValue = 0u;
for (uint i = 0; i < HISTOGRAM_BINS; i++)
{
uint h = buffer[i];
maxValue = max(maxValue, h);
}
return float(maxValue);
}
void FilterLuminance(StructuredBuffer<uint> buffer, uint i, float maxHistogramValue, float2 scaleOffset, inout float4 filter)
{
float binValue = GetBinValue(buffer, i, maxHistogramValue);
// Filter dark areas
float offset = min(filter.z, binValue);
binValue -= offset;
filter.zw -= offset.xx;
// Filter highlights
binValue = min(filter.w, binValue);
filter.w -= binValue;
// Luminance at the bin
float luminance = GetLuminanceFromHistogramBin(float(i) / float(HISTOGRAM_BINS), scaleOffset);
filter.xy += float2(luminance * binValue, binValue);
}
float GetAverageLuminance(StructuredBuffer<uint> buffer, float4 params, float maxHistogramValue, float2 scaleOffset)
{
// Sum of all bins
uint i;
float totalSum = 0.0;
UNITY_UNROLL
for (i = 0; i < HISTOGRAM_BINS; i++)
totalSum += GetBinValue(buffer, i, maxHistogramValue);
// Skip darker and lighter parts of the histogram to stabilize the auto exposure
// x: filtered sum
// y: accumulator
// zw: fractions
float4 filter = float4(0.0, 0.0, totalSum * params.xy);
UNITY_UNROLL
for (i = 0; i < HISTOGRAM_BINS; i++)
FilterLuminance(buffer, i, maxHistogramValue, scaleOffset, filter);
// Clamp to user brightness range
return clamp(filter.x / max(filter.y, EPSILON), params.z, params.w);
}
#endif // UNITY_POSTFX_EXPOSURE_HISTOGRAM