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355 lines
9.0 KiB
355 lines
9.0 KiB
Shader "Hidden/Tonemapper" { |
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Properties { |
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_MainTex ("", 2D) = "black" {} |
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_SmallTex ("", 2D) = "grey" {} |
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_Curve ("", 2D) = "black" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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sampler2D _MainTex; |
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sampler2D _SmallTex; |
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sampler2D _Curve; |
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float4 _HdrParams; |
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float2 intensity; |
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float4 _MainTex_TexelSize; |
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half4 _MainTex_ST; |
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float _AdaptionSpeed; |
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float _ExposureAdjustment; |
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float _RangeScale; |
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v2f vert( appdata_img v ) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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return o; |
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} |
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float4 fragLog(v2f i) : SV_Target |
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{ |
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const float EPSILON = 1e-4h; |
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float fLogLumSum = 0.0f; |
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fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2(-1,-1), _MainTex_ST)).rgb))); |
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fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2( 1, 1), _MainTex_ST)).rgb))); |
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fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2(-1, 1), _MainTex_ST)).rgb))); |
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fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2( 1,-1), _MainTex_ST)).rgb))); |
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float avg = fLogLumSum / 4.0; |
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return float4(avg, avg, avg, avg); |
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} |
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float4 fragExp(v2f i) : SV_Target |
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{ |
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float2 lum = float2(0.0f, 0.0f); |
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lum += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2(-1,-1), _MainTex_ST)).xy; |
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lum += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2(1,1), _MainTex_ST)).xy; |
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lum += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2(1,-1), _MainTex_ST)).xy; |
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lum += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize.xy * float2(-1,1), _MainTex_ST)).xy; |
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lum = exp(lum / 4.0f); |
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return float4(lum.x, lum.y, lum.x, saturate(0.0125 * _AdaptionSpeed)); |
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} |
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float3 ToCIE(float3 FullScreenImage) |
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{ |
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// RGB -> XYZ conversion |
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// http://www.w3.org/Graphics/Color/sRGB |
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// The official sRGB to XYZ conversion matrix is (following ITU-R BT.709) |
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// 0.4125 0.3576 0.1805 |
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// 0.2126 0.7152 0.0722 |
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// 0.0193 0.1192 0.9505 |
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float3x3 RGB2XYZ = {0.5141364, 0.3238786, 0.16036376, 0.265068, 0.67023428, 0.06409157, 0.0241188, 0.1228178, 0.84442666}; |
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float3 XYZ = mul(RGB2XYZ, FullScreenImage.rgb); |
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// XYZ -> Yxy conversion |
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float3 Yxy; |
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Yxy.r = XYZ.g; |
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// x = X / (X + Y + Z) |
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// y = X / (X + Y + Z) |
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float temp = dot(float3(1.0,1.0,1.0), XYZ.rgb); |
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Yxy.gb = XYZ.rg / temp; |
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return Yxy; |
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} |
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float3 FromCIE(float3 Yxy) |
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{ |
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float3 XYZ; |
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// Yxy -> XYZ conversion |
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XYZ.r = Yxy.r * Yxy.g / Yxy. b; |
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// X = Y * x / y |
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XYZ.g = Yxy.r; |
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// copy luminance Y |
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XYZ.b = Yxy.r * (1 - Yxy.g - Yxy.b) / Yxy.b; |
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// Z = Y * (1-x-y) / y |
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// XYZ -> RGB conversion |
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// The official XYZ to sRGB conversion matrix is (following ITU-R BT.709) |
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// 3.2410 -1.5374 -0.4986 |
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// -0.9692 1.8760 0.0416 |
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// 0.0556 -0.2040 1.0570 |
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float3x3 XYZ2RGB = { 2.5651,-1.1665,-0.3986, -1.0217, 1.9777, 0.0439, 0.0753, -0.2543, 1.1892}; |
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return mul(XYZ2RGB, XYZ); |
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} |
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// NOTE/OPTIMIZATION: we're not going the extra CIE detour anymore, but |
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// scale with the OUT/IN luminance ratio,this is sooooo much faster |
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float4 fragAdaptive(v2f i) : SV_Target |
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{ |
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float avgLum = tex2D(_SmallTex, i.uv).x; |
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float4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); |
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float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); |
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float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); |
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lumScaled = (lumScaled * (1.0f + lumScaled / (_HdrParams.w)))/(1.0f + lumScaled); |
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//cie.r = lumScaled; |
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color.rgb = color.rgb * (lumScaled / cieLum); |
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//color.rgb = FromCIE(cie); |
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return color; |
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} |
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float4 fragAdaptiveAutoWhite(v2f i) : SV_Target |
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{ |
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float2 avgLum = tex2D(_SmallTex, i.uv).xy; |
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float4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); |
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float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); |
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float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); |
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lumScaled = (lumScaled * (1.0f + lumScaled / (avgLum.y*avgLum.y)))/(1.0f + lumScaled); |
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//cie.r = lumScaled; |
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color.rgb = color.rgb * (lumScaled / cieLum); |
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//color.rgb = FromCIE(cie); |
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return color; |
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} |
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float4 fragCurve(v2f i) : SV_Target |
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{ |
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float4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); |
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float3 cie = ToCIE(color.rgb); |
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// Remap to new lum range |
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float newLum = tex2D(_Curve, float2(cie.r * _RangeScale, 0.5)).r; |
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cie.r = newLum; |
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color.rgb = FromCIE(cie); |
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return color; |
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} |
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float4 fragHable(v2f i) : SV_Target |
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{ |
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const float A = 0.15; |
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const float B = 0.50; |
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const float C = 0.10; |
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const float D = 0.20; |
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const float E = 0.02; |
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const float F = 0.30; |
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const float W = 11.2; |
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float3 texColor = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)).rgb; |
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texColor *= _ExposureAdjustment; |
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float ExposureBias = 2.0; |
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float3 x = ExposureBias*texColor; |
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float3 curr = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; |
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x = W; |
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float3 whiteScale = 1.0f/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F); |
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float3 color = curr*whiteScale; |
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// float3 retColor = pow(color,1/2.2); // we have SRGB write enabled at this stage |
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return float4(color, 1.0); |
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} |
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// we are doing it on luminance here (better color preservation, but some other problems like very fast saturation) |
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float4 fragSimpleReinhard(v2f i) : SV_Target |
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{ |
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float4 texColor = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); |
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float lum = Luminance(texColor.rgb); |
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float lumTm = lum * _ExposureAdjustment; |
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float scale = lumTm / (1+lumTm); |
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return float4(texColor.rgb * scale / lum, texColor.a); |
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} |
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float4 fragOptimizedHejiDawson(v2f i) : SV_Target |
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{ |
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float4 texColor = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); |
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texColor *= _ExposureAdjustment; |
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float4 X = max(float4(0.0,0.0,0.0,0.0), texColor-0.004); |
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float4 retColor = (X*(6.2*X+.5))/(X*(6.2*X+1.7)+0.06); |
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return retColor*retColor; |
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} |
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float4 fragPhotographic(v2f i) : SV_Target |
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{ |
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float4 texColor = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); |
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return 1-exp2(-_ExposureAdjustment * texColor); |
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} |
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float4 fragDownsample(v2f i) : SV_Target |
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{ |
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float4 tapA = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize * 0.5, _MainTex_ST)); |
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float4 tapB = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv - _MainTex_TexelSize * 0.5, _MainTex_ST)); |
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float4 tapC = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv + _MainTex_TexelSize * float2(0.5,-0.5), _MainTex_ST)); |
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float4 tapD = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv - _MainTex_TexelSize * float2(0.5,-0.5), _MainTex_ST)); |
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float4 average = (tapA+tapB+tapC+tapD)/4; |
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average.y = max(max(tapA.y,tapB.y), max(tapC.y,tapD.y)); |
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return average; |
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} |
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ENDCG |
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Subshader { |
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// adaptive reinhhard apply |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragAdaptive |
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ENDCG |
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} |
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// 1 |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragLog |
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ENDCG |
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} |
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// 2 |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragExp |
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ENDCG |
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} |
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// 3 |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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Blend Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragExp |
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ENDCG |
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} |
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// 4 user controllable tonemap curve |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragCurve |
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ENDCG |
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} |
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// 5 tonemapping in uncharted |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragHable |
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ENDCG |
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} |
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// 6 simple tonemapping based reinhard |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragSimpleReinhard |
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ENDCG |
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} |
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// 7 OptimizedHejiDawson |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragOptimizedHejiDawson |
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ENDCG |
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} |
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// 8 Photographic |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragPhotographic |
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ENDCG |
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} |
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// 9 Downsample with auto white detection |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragDownsample |
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ENDCG |
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} |
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// 10 adaptive reinhhard apply with auto white |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragAdaptiveAutoWhite |
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ENDCG |
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} |
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} |
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Fallback off |
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} // shader
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