mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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66 lines
2.5 KiB
Text
66 lines
2.5 KiB
Text
// Put the following line to 0 or comment it to disable vignette weighting
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#define USE_VIGNETTE_WEIGHTING 1
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#include "Common.cginc"
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#include "EyeAdaptation.cginc"
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RWStructuredBuffer<uint> _Histogram;
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Texture2D<float4> _Source;
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CBUFFER_START(Params)
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float4 _ScaleOffsetRes; // x: scale, y: offset, z: width, w: height
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CBUFFER_END
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groupshared uint gs_histogram[HISTOGRAM_BINS];
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#pragma kernel KEyeHistogram
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[numthreads(HISTOGRAM_THREAD_X,HISTOGRAM_THREAD_Y,1)]
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void KEyeHistogram(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID)
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{
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// Pretty straightforward implementation of histogram gathering using atomic ops.
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// I tried a few methods (no atomic ops / heavy LDS leveraging) but this one turned out to be
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// the fastest on desktop (Nvidia - Kepler/Maxwell) and PS4. Still need to try it on GCN/desktop
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// but considering it runs very fast on PS4 we can expect it to run well (?).
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const uint localThreadId = groupThreadId.y * HISTOGRAM_THREAD_X + groupThreadId.x;
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// Clears the shared memory
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if (localThreadId < HISTOGRAM_BINS)
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gs_histogram[localThreadId] = 0u;
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GroupMemoryBarrierWithGroupSync();
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// Gather local group histogram
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if (dispatchThreadId.x < (uint)_ScaleOffsetRes.z && dispatchThreadId.y < (uint)_ScaleOffsetRes.w)
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{
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#if USE_VIGNETTE_WEIGHTING
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// Vignette weighting to put more focus on what's in the center of the screen
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float2 uv01 = float2(dispatchThreadId) / float2(_ScaleOffsetRes.z, _ScaleOffsetRes.w);
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float2 d = abs(uv01 - (0.5).xx);
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float vfactor = Pow2(saturate(1.0 - dot(d, d)));
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uint weight = (uint)(64.0 * vfactor);
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#else
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uint weight = 1u;
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#endif
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float3 color = _Source[dispatchThreadId].xyz;
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float luminance = Max3(color); // Looks more natural than using a Rec.709 luminance for some reason
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float logLuminance = GetHistogramBinFromLuminance(luminance, _ScaleOffsetRes.xy);
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uint idx = (uint)(logLuminance * (HISTOGRAM_BINS - 1u));
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InterlockedAdd(gs_histogram[idx], weight);
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}
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GroupMemoryBarrierWithGroupSync();
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// Merge everything
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if (localThreadId < HISTOGRAM_BINS)
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InterlockedAdd(_Histogram[localThreadId], gs_histogram[localThreadId]);
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}
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#pragma kernel KEyeHistogramClear
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[numthreads(HISTOGRAM_THREAD_X, 1, 1)]
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void KEyeHistogramClear(uint dispatchThreadId : SV_DispatchThreadID)
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{
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if (dispatchThreadId < HISTOGRAM_BINS)
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_Histogram[dispatchThreadId] = 0u;
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}
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