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https://github.com/FriendshipIsEpic/FiE-Game.git
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120 lines
3.7 KiB
HLSL
120 lines
3.7 KiB
HLSL
#ifndef __TONEMAPPING__
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#define __TONEMAPPING__
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#include "ACES.cginc"
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// Set to 1 to use the full reference ACES tonemapper. This should only be used for research
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// purposes and it's quite heavy and generally overkill.
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#define TONEMAPPING_USE_FULL_ACES 0
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//
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// Neutral tonemapping (Hable/Hejl/Frostbite)
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// Input is linear RGB
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//
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half3 NeutralCurve(half3 x, half a, half b, half c, half d, half e, half f)
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{
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return ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f;
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}
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half3 NeutralTonemap(half3 x, half4 params1, half4 params2)
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{
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// ACES supports negative color values and WILL output negative values when coming from ACES or ACEScg
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// Make sure negative channels are clamped to 0.0 as this neutral tonemapper can't deal with them properly
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x = max((0.0).xxx, x);
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// Tonemap
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half a = params1.x;
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half b = params1.y;
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half c = params1.z;
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half d = params1.w;
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half e = params2.x;
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half f = params2.y;
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half whiteLevel = params2.z;
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half whiteClip = params2.w;
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half3 whiteScale = (1.0).xxx / NeutralCurve(whiteLevel, a, b, c, d, e, f);
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x = NeutralCurve(x * whiteScale, a, b, c, d, e, f);
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x *= whiteScale;
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// Post-curve white point adjustment
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x /= whiteClip.xxx;
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return x;
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}
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//
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// Filmic tonemapping (ACES fitting, unless TONEMAPPING_USE_FULL_ACES is set to 1)
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// Input is ACES2065-1 (AP0 w/ linear encoding)
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//
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half3 FilmicTonemap(half3 aces)
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{
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#if TONEMAPPING_USE_FULL_ACES
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half3 oces = RRT(aces);
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half3 odt = ODT_RGBmonitor_100nits_dim(oces);
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return odt;
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#else
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// --- Glow module --- //
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half saturation = rgb_2_saturation(aces);
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half ycIn = rgb_2_yc(aces);
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half s = sigmoid_shaper((saturation - 0.4) / 0.2);
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half addedGlow = 1.0 + glow_fwd(ycIn, RRT_GLOW_GAIN * s, RRT_GLOW_MID);
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aces *= addedGlow;
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// --- Red modifier --- //
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half hue = rgb_2_hue(aces);
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half centeredHue = center_hue(hue, RRT_RED_HUE);
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half hueWeight;
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{
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//hueWeight = cubic_basis_shaper(centeredHue, RRT_RED_WIDTH);
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hueWeight = Pow2(smoothstep(0.0, 1.0, 1.0 - abs(2.0 * centeredHue / RRT_RED_WIDTH)));
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}
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aces.r += hueWeight * saturation * (RRT_RED_PIVOT - aces.r) * (1.0 - RRT_RED_SCALE);
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// --- ACES to RGB rendering space --- //
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half3 acescg = max(0.0, ACES_to_ACEScg(aces));
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// --- Global desaturation --- //
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//acescg = mul(RRT_SAT_MAT, acescg);
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acescg = lerp(dot(acescg, AP1_RGB2Y).xxx, acescg, RRT_SAT_FACTOR.xxx);
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// Luminance fitting of *RRT.a1.0.3 + ODT.Academy.RGBmonitor_100nits_dim.a1.0.3*.
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// https://github.com/colour-science/colour-unity/blob/master/Assets/Colour/Notebooks/CIECAM02_Unity.ipynb
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// RMSE: 0.0012846272106
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const half a = 278.5085;
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const half b = 10.7772;
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const half c = 293.6045;
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const half d = 88.7122;
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const half e = 80.6889;
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half3 x = acescg;
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half3 rgbPost = (x * (a * x + b)) / (x * (c * x + d) + e);
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// Scale luminance to linear code value
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// half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK);
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// Apply gamma adjustment to compensate for dim surround
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half3 linearCV = darkSurround_to_dimSurround(rgbPost);
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// Apply desaturation to compensate for luminance difference
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//linearCV = mul(ODT_SAT_MAT, color);
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linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx);
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// Convert to display primary encoding
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// Rendering space RGB to XYZ
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half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV);
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// Apply CAT from ACES white point to assumed observer adapted white point
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XYZ = mul(D60_2_D65_CAT, XYZ);
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// CIE XYZ to display primaries
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linearCV = mul(XYZ_2_REC709_MAT, XYZ);
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return linearCV;
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#endif
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}
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#endif // __TONEMAPPING__
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