FiE-Game/Assets/PostProcessing/Resources/Shaders/LutGen.shader

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2023-07-24 21:52:50 +02:00
Shader "Hidden/Post FX/Lut Generator"
{
CGINCLUDE
#pragma target 3.0
#pragma multi_compile __ TONEMAPPING_NEUTRAL TONEMAPPING_FILMIC
#include "UnityCG.cginc"
#include "ACES.cginc"
#include "Common.cginc"
#include "ColorGrading.cginc"
#include "Tonemapping.cginc"
half3 _Balance;
half3 _Lift;
half3 _InvGamma;
half3 _Gain;
half3 _Offset;
half3 _Power;
half3 _Slope;
half _HueShift;
half _Saturation;
half _Contrast;
half3 _ChannelMixerRed;
half3 _ChannelMixerGreen;
half3 _ChannelMixerBlue;
half4 _NeutralTonemapperParams1;
half4 _NeutralTonemapperParams2;
sampler2D _Curves;
half4 _LutParams;
half3 ColorGrade(half3 color)
{
half3 aces = unity_to_ACES(color);
// ACEScc (log) space
half3 acescc = ACES_to_ACEScc(aces);
acescc = OffsetPowerSlope(acescc, _Offset, _Power, _Slope);
half2 hs = RgbToHsv(acescc).xy;
half satMultiplier = SecondaryHueSat(hs.x, _Curves);
satMultiplier *= SecondarySatSat(hs.y, _Curves);
satMultiplier *= SecondaryLumSat(AcesLuminance(acescc), _Curves);
acescc = Saturation(acescc, _Saturation * satMultiplier);
acescc = ContrastLog(acescc, _Contrast);
aces = ACEScc_to_ACES(acescc);
// ACEScg (linear) space
half3 acescg = ACES_to_ACEScg(aces);
acescg = WhiteBalance(acescg, _Balance);
acescg = LiftGammaGain(acescg, _Lift, _InvGamma, _Gain);
half3 hsv = RgbToHsv(max(acescg, 0.0));
hsv.x = SecondaryHueHue(hsv.x + _HueShift, _Curves);
acescg = HsvToRgb(hsv);
acescg = ChannelMixer(acescg, _ChannelMixerRed, _ChannelMixerGreen, _ChannelMixerBlue);
#if TONEMAPPING_FILMIC
aces = ACEScg_to_ACES(acescg);
color = FilmicTonemap(aces);
#elif TONEMAPPING_NEUTRAL
color = ACEScg_to_ACES(acescg);
color = NeutralTonemap(color, _NeutralTonemapperParams1, _NeutralTonemapperParams2);
color = ACES_to_unity(color);
#else
color = ACEScg_to_unity(acescg);
#endif
// YRGB curves (done in linear/LDR for now)
color = YrgbCurve(color, _Curves);
return color;
}
half4 FragCreateLut(VaryingsDefault i) : SV_Target
{
// 2D strip lut
half2 uv = i.uv - _LutParams.yz;
half3 color;
color.r = frac(uv.x * _LutParams.x);
color.b = uv.x - color.r / _LutParams.x;
color.g = uv.y;
// Lut is in LogC
half3 colorLogC = color * _LutParams.w;
// Switch back to unity linear and color grade
half3 colorLinear = LogCToLinear(colorLogC);
half3 graded = ColorGrade(colorLinear);
return half4(graded, 1.0);
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
// (0)
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragCreateLut
ENDCG
}
}
}