64 lines
2.1 KiB
Markdown
64 lines
2.1 KiB
Markdown
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# White Balance Node
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## Description
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Adjusts the temperature and tint of input **In** by the amount of inputs **Temperature** and **Tint** respectively. **Temperature** has the effect of shifting the values towards yellow or blue. **Tint** has the effect of shifting towards pink or green.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| In | Input | Vector 3 | None | Input value |
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| Temperature | Input | Float | None | Temperature offset value |
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| Tint | Input | Float | None | Tint offset value |
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| Out | Output | Vector 3 | None | Output value |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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void Unity_WhiteBalance_float(float3 In, float Temperature, float Tint, out float3 Out)
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{
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// Range ~[-1.67;1.67] works best
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float t1 = Temperature * 10 / 6;
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float t2 = Tint * 10 / 6;
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// Get the CIE xy chromaticity of the reference white point.
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// Note: 0.31271 = x value on the D65 white point
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float x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05);
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float standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507;
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float y = standardIlluminantY + t2 * 0.05;
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// Calculate the coefficients in the LMS space.
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float3 w1 = float3(0.949237, 1.03542, 1.08728); // D65 white point
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// CIExyToLMS
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float Y = 1;
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float X = Y * x / y;
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float Z = Y * (1 - x - y) / y;
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float L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
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float M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
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float S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
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float3 w2 = float3(L, M, S);
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float3 balance = float3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
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float3x3 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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float3x3 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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float3 lms = mul(LIN_2_LMS_MAT, In);
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lms *= balance;
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Out = mul(LMS_2_LIN_MAT, lms);
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}
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```
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