9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2.1 KiB
2.1 KiB
White Balance Node
Description
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.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
In | Input | Vector 3 | None | Input value |
Temperature | Input | Float | None | Temperature offset value |
Tint | Input | Float | None | Tint offset value |
Out | Output | Vector 3 | None | Output value |
Generated Code Example
The following example code represents one possible outcome of this node.
void Unity_WhiteBalance_float(float3 In, float Temperature, float Tint, out float3 Out)
{
// Range ~[-1.67;1.67] works best
float t1 = Temperature * 10 / 6;
float t2 = Tint * 10 / 6;
// Get the CIE xy chromaticity of the reference white point.
// Note: 0.31271 = x value on the D65 white point
float x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05);
float standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507;
float y = standardIlluminantY + t2 * 0.05;
// Calculate the coefficients in the LMS space.
float3 w1 = float3(0.949237, 1.03542, 1.08728); // D65 white point
// CIExyToLMS
float Y = 1;
float X = Y * x / y;
float Z = Y * (1 - x - y) / y;
float L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
float M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
float S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
float3 w2 = float3(L, M, S);
float3 balance = float3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
float3x3 LIN_2_LMS_MAT = {
3.90405e-1, 5.49941e-1, 8.92632e-3,
7.08416e-2, 9.63172e-1, 1.35775e-3,
2.31082e-2, 1.28021e-1, 9.36245e-1
};
float3x3 LMS_2_LIN_MAT = {
2.85847e+0, -1.62879e+0, -2.48910e-2,
-2.10182e-1, 1.15820e+0, 3.24281e-4,
-4.18120e-2, -1.18169e-1, 1.06867e+0
};
float3 lms = mul(LIN_2_LMS_MAT, In);
lms *= balance;
Out = mul(LMS_2_LIN_MAT, lms);
}