2021-09-09 20:42:29 -04:00

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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile TONEMAPPING_NONE TONEMAPPING_NEUTRAL TONEMAPPING_ACES TONEMAPPING_CUSTOM TONEMAPPING_EXTERNAL
#pragma kernel KBuild
TEXTURE3D(_LogLut3D);
RW_TEXTURE3D(float4, _OutputTexture);
TEXTURE2D(_CurveMaster);
TEXTURE2D(_CurveRed);
TEXTURE2D(_CurveGreen);
TEXTURE2D(_CurveBlue);
TEXTURE2D(_CurveHueVsHue);
TEXTURE2D(_CurveHueVsSat);
TEXTURE2D(_CurveSatVsSat);
TEXTURE2D(_CurveLumVsSat);
SAMPLER(sampler_LogLut3D);
SAMPLER(sampler_LinearClamp);
CBUFFER_START(cb0)
float4 _Size; // x: lut_size, y: 1 / (lut_size - 1), zw: unused
float4 _LogLut3D_Params; // x: 1 / lut_size, y: lut_size - 1, z: contribution, w: unused
float4 _ColorBalance; // xyz: LMS coeffs, w: unused
float4 _ColorFilter; // xyz: color, w: unused
float4 _ChannelMixerRed; // xyz: rgb coeffs, w: unused
float4 _ChannelMixerGreen; // xyz: rgb coeffs, w: unused
float4 _ChannelMixerBlue; // xyz: rgb coeffs, w: unused
float4 _HueSatCon; // x: hue shift, y: saturation, z: contrast, w: unused
float4 _Lift; // xyz: color, w: unused
float4 _Gamma; // xyz: color, w: unused
float4 _Gain; // xyz: color, w: unused
float4 _Shadows; // xyz: color, w: unused
float4 _Midtones; // xyz: color, w: unused
float4 _Highlights; // xyz: color, w: unused
float4 _ShaHiLimits; // xy: shadows min/max, zw: highlight min/max
float4 _SplitShadows; // xyz: color, w: balance
float4 _SplitHighlights; // xyz: color, w: unused
float4 _Params; // x: enable grading, yzw: unused
// Custom tonemapping settings
float4 _CustomToneCurve;
float4 _ToeSegmentA;
float4 _ToeSegmentB;
float4 _MidSegmentA;
float4 _MidSegmentB;
float4 _ShoSegmentA;
float4 _ShoSegmentB;
CBUFFER_END
float GetLuminance(float3 colorLinear)
{
#if defined(TONEMAPPING_ACES)
return AcesLuminance(colorLinear);
#else
return Luminance(colorLinear);
#endif
}
float EvaluateCurve(TEXTURE2D(curve), float t)
{
float x = SAMPLE_TEXTURE2D_LOD(curve, sampler_LinearClamp, float2(t, 0.0), 0.0).x;
return saturate(x);
}
// Note: when the ACES tonemapper is selected the grading steps will be done using ACES spaces
float3 ColorGrade(float3 colorLutSpace)
{
// Switch back to linear
float3 colorLinear = LogCToLinear(colorLutSpace);
// White balance in LMS space
float3 colorLMS = LinearToLMS(colorLinear);
colorLMS *= _ColorBalance.xyz;
colorLinear = LMSToLinear(colorLMS);
// Do contrast in log after white balance
#if defined(TONEMAPPING_ACES)
float3 colorLog = ACES_to_ACEScc(unity_to_ACES(colorLinear));
#else
float3 colorLog = LinearToLogC(colorLinear);
#endif
colorLog = (colorLog - ACEScc_MIDGRAY) * _HueSatCon.z + ACEScc_MIDGRAY;
#if defined(TONEMAPPING_ACES)
colorLinear = ACES_to_ACEScg(ACEScc_to_ACES(colorLog));
#else
colorLinear = LogCToLinear(colorLog);
#endif
// Color filter is just an unclipped multiplier
colorLinear *= _ColorFilter.xyz;
// Do NOT feed negative values to the following color ops
colorLinear = max(0.0, colorLinear);
// Split toning
// As counter-intuitive as it is, to make split-toning work the same way it does in Adobe
// products we have to do all the maths in gamma-space...
float balance = _SplitShadows.w;
float3 colorGamma = PositivePow(colorLinear, 1.0 / 2.2);
float luma = saturate(GetLuminance(saturate(colorGamma)) + balance);
float3 splitShadows = lerp((0.5).xxx, _SplitShadows.xyz, 1.0 - luma);
float3 splitHighlights = lerp((0.5).xxx, _SplitHighlights.xyz, luma);
colorGamma = SoftLight(colorGamma, splitShadows);
colorGamma = SoftLight(colorGamma, splitHighlights);
colorLinear = PositivePow(colorGamma, 2.2);
// Channel mixing (Adobe style)
colorLinear = float3(
dot(colorLinear, _ChannelMixerRed.xyz),
dot(colorLinear, _ChannelMixerGreen.xyz),
dot(colorLinear, _ChannelMixerBlue.xyz)
);
// Shadows, midtones, highlights
luma = GetLuminance(colorLinear);
float shadowsFactor = 1.0 - smoothstep(_ShaHiLimits.x, _ShaHiLimits.y, luma);
float highlightsFactor = smoothstep(_ShaHiLimits.z, _ShaHiLimits.w, luma);
float midtonesFactor = 1.0 - shadowsFactor - highlightsFactor;
colorLinear = colorLinear * _Shadows.xyz * shadowsFactor
+ colorLinear * _Midtones.xyz * midtonesFactor
+ colorLinear * _Highlights.xyz * highlightsFactor;
// Lift, gamma, gain
colorLinear = colorLinear * _Gain.xyz + _Lift.xyz;
colorLinear = sign(colorLinear) * pow(abs(colorLinear), _Gamma.xyz);
// HSV operations
float satMult;
float3 hsv = RgbToHsv(colorLinear);
{
// Hue Vs Sat
satMult = EvaluateCurve(_CurveHueVsSat, hsv.x) * 2.0;
// Sat Vs Sat
satMult *= EvaluateCurve(_CurveSatVsSat, hsv.y) * 2.0;
// Lum Vs Sat
satMult *= EvaluateCurve(_CurveLumVsSat, Luminance(colorLinear)) * 2.0;
// Hue Shift & Hue Vs Hue
float hue = hsv.x + _HueSatCon.x;
float offset = EvaluateCurve(_CurveHueVsHue, hue) - 0.5;
hue += offset;
hsv.x = RotateHue(hue, 0.0, 1.0);
}
colorLinear = HsvToRgb(hsv);
// Global saturation
luma = GetLuminance(colorLinear);
colorLinear = luma.xxx + (_HueSatCon.yyy * satMult) * (colorLinear - luma.xxx);
// YRGB curves
// Conceptually these need to be in range [0;1] and from an artist-workflow perspective it's
// easier to deal with
colorLinear = FastTonemap(colorLinear);
{
const float kHalfPixel = (1.0 / 128.0) / 2.0;
float3 c = colorLinear;
// Y (master)
c += kHalfPixel.xxx;
float mr = EvaluateCurve(_CurveMaster, c.r);
float mg = EvaluateCurve(_CurveMaster, c.g);
float mb = EvaluateCurve(_CurveMaster, c.b);
c = float3(mr, mg, mb);
// RGB
c += kHalfPixel.xxx;
float r = EvaluateCurve(_CurveRed, c.r);
float g = EvaluateCurve(_CurveGreen, c.g);
float b = EvaluateCurve(_CurveBlue, c.b);
colorLinear = float3(r, g, b);
}
colorLinear = FastTonemapInvert(colorLinear);
colorLinear = max(0.0, colorLinear);
return colorLinear;
}
// Used for debugging - see the ColorGrading option in FrameSettings
float3 NeutralColorGrade(float3 colorLutSpace)
{
// Switch back to linear
float3 colorLinear = LogCToLinear(colorLutSpace);
#if defined(TONEMAPPING_ACES)
colorLinear = ACES_to_ACEScg(unity_to_ACES(colorLinear));
#endif
return colorLinear;
}
float3 Tonemap(float3 colorLinear)
{
#if defined(TONEMAPPING_NEUTRAL)
{
colorLinear = NeutralTonemap(colorLinear);
}
#elif defined(TONEMAPPING_CUSTOM)
{
colorLinear = CustomTonemap(colorLinear, _CustomToneCurve.xyz, _ToeSegmentA, _ToeSegmentB.xy, _MidSegmentA, _MidSegmentB.xy, _ShoSegmentA, _ShoSegmentB.xy);
}
#elif defined(TONEMAPPING_ACES)
{
// Note: input is actually ACEScg (AP1 w/ linear encoding)
float3 aces = ACEScg_to_ACES(colorLinear);
colorLinear = AcesTonemap(aces);
}
#elif defined(TONEMAPPING_EXTERNAL)
{
float3 colorLutSpace = saturate(LinearToLogC(colorLinear));
float3 colorLut = ApplyLut3D(TEXTURE3D_ARGS(_LogLut3D, sampler_LogLut3D), colorLutSpace, _LogLut3D_Params.xy);
colorLinear = lerp(colorLinear, colorLut, _LogLut3D_Params.z);
}
#endif
return colorLinear;
}
// Note: according to the specs the maximum thread group size for Metal/Desktop is 1024. 8x8x8 is
// 512 so it shouldn't be an issue... except with some Intel chipsets where for some reason it won't
// allow anything higher than 256 threads. We'll use 4x4x4 then.
// Ultimately it would nice to expose `maxTotalThreadsPerThreadgroup` for Metal...
// Source: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
// It is important to keep this in sync with the group-size declared in PostProcessSystem.cs
[numthreads(4,4,4)]
void KBuild(uint3 dispatchThreadId : SV_DispatchThreadID)
{
// Lut space
// We use Alexa LogC (El 1000) to store the LUT as it provides a good enough range (~58.85666)
// and is good enough to be stored in fp16 without losing precision in the darks
float3 colorLutSpace = float3(dispatchThreadId) * _Size.yyy;
// Color grade & tonemap
float3 gradedColor = colorLutSpace;
if (_Params.x > 0.0)
{
gradedColor = ColorGrade(gradedColor);
}
else
{
// Skip grading
gradedColor = NeutralColorGrade(gradedColor);
}
gradedColor = Tonemap(gradedColor);
_OutputTexture[dispatchThreadId] = float4(max(gradedColor, 0.0), 1.0);
}