Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Debug /HDRDebugView.shader
| Shader "Hidden/Universal/HDRDebugView" | |
| { | |
| HLSLINCLUDE | |
| #pragma target 4.5 | |
| #pragma editor_sync_compilation | |
| #pragma multi_compile_fragment _ DEBUG_DISPLAY | |
| #pragma multi_compile_local_fragment _ HDR_ENCODING | |
| #pragma dynamic_branch_local_fragment _ _HDR_OVERLAY | |
| TEXTURE2D_X(_OverlayUITexture); | |
| TEXTURE2D(_xyBuffer); | |
| int _DebugHDRMode; | |
| float4 _HDRDebugParams; // xy: xyBuffer size, zw: unused | |
| float4 _HDROutputLuminanceParams; // xy: brightness min/max, z: paper white brightness, w: one over paper white brightness | |
| #define _MinNits _HDROutputLuminanceParams.x | |
| #define _MaxNits _HDROutputLuminanceParams.y | |
| #define _PaperWhite _HDROutputLuminanceParams.z | |
| float2 RGBtoxy(float3 rgb) | |
| { | |
| float3 XYZ = RotateOutputSpaceToXYZ(rgb); | |
| return XYZtoxy(XYZ); | |
| } | |
| float3 uvToGamut(float2 uv) | |
| { | |
| float3 xyzColor = xyYtoXYZ(float3(uv.x, uv.y, 1.0f)); | |
| float3 linearRGB = RotateXYZToOutputSpace(xyzColor); | |
| float scale = 1.0f / length(linearRGB); | |
| float desat = dot(linearRGB, 0.333f); | |
| scale *= 1.0 + exp(-length(linearRGB - desat) * 2.0f) * 0.5f; | |
| linearRGB *= scale; | |
| return linearRGB; | |
| } | |
| bool IsInCIExyMapping(float2 xy) | |
| { | |
| return SAMPLE_TEXTURE2D_LOD(_xyBuffer, sampler_PointClamp, xy, 0.0).x != 0; | |
| } | |
| float3 ValuesAbovePaperWhite(half4 color, float2 uv) | |
| { | |
| float maxC = max(color.x, max(color.y, color.z)); | |
| if (maxC > _PaperWhite) | |
| { | |
| if ( maxC > _MaxNits) | |
| { | |
| return float3(0, 0, _PaperWhite); | |
| } | |
| else | |
| { | |
| float t = (maxC - _PaperWhite) / (_MaxNits - _PaperWhite); | |
| return lerp(float3(_PaperWhite, _PaperWhite, 0), float3(_PaperWhite, 0, 0), saturate(t)); | |
| } | |
| } | |
| else | |
| { | |
| return Luminance(color).xxx; | |
| } | |
| } | |
| void RenderDebugHDR(half4 color, float2 uv, inout half4 debugColor) | |
| { | |
| if (_DebugHDRMode == HDRDEBUGMODE_VALUES_ABOVE_PAPER_WHITE) | |
| { | |
| debugColor.xyz = ValuesAbovePaperWhite(color, uv); | |
| return; | |
| } | |
| int displayClip = (_DebugHDRMode == HDRDEBUGMODE_GAMUT_CLIP); | |
| int gamutPiPSize = _ScreenSize.x / 3.0f; | |
| float2 r_2020 = float2(0.708, 0.292); | |
| float2 g_2020 = float2(0.170, 0.797); | |
| float2 b_2020 = float2(0.131, 0.046); | |
| float2 r_709 = float2(0.64, 0.33); | |
| float2 g_709 = float2(0.3, 0.6); | |
| float2 b_709 = float2(0.15, 0.06); | |
| float2 r_p3 = float2(0.68, 0.32); | |
| float2 g_p3 = float2(0.265, 0.69); | |
| float2 b_p3 = float2(0.15, 0.06); | |
| float2 pos = uv * _ScreenSize.xy; | |
| float lineThickness = 0.002; | |
| float2 xy = RGBtoxy(color.rgb); | |
| float3 rec2020Color = float3(_PaperWhite, 0, 0); | |
| float3 rec2020ColorDesat = float3(3.0, 0.5, 0.5); | |
| float3 rec709Color = float3(0, _PaperWhite, 0); | |
| float3 rec709ColorDesat = float3(0.4, 0.6, 0.4); | |
| float3 p3Color = float3(0, 0, _PaperWhite); | |
| float3 p3ColorDesat = float3(0.4, 0.4, 0.6); | |
| //Display Gamut Clip Scene colour conversion | |
| if (displayClip) | |
| { | |
| float clipAlpha = 0.2f; | |
| if (IsPointInTriangle(xy, r_709, g_709, b_709)) | |
| { | |
| color.rgb = (color.rgb * (1 - clipAlpha) + clipAlpha * rec709Color); | |
| } | |
| else if (IsPointInTriangle(xy, r_p3, g_p3, b_p3)) | |
| { | |
| color.rgb = (color.rgb * (1 - clipAlpha) + clipAlpha * p3Color); | |
| } | |
| else if (IsPointInTriangle(xy, r_2020, g_2020, b_2020)) | |
| { | |
| color.rgb = (color.rgb * (1 - clipAlpha) + clipAlpha * rec2020Color); | |
| } | |
| } | |
| float4 gamutColor = 0; | |
| if (all(pos < gamutPiPSize)) | |
| { | |
| float2 uv = pos / gamutPiPSize; // scale-down uv | |
| float4 lineColor = DrawSegment(uv, g_709, b_709, lineThickness, float3(0, 0, 0)) + DrawSegment(uv, b_709, r_709, lineThickness, float3(0, 0, 0)) + | |
| DrawSegment(uv, r_709, g_709, lineThickness, float3(0, 0, 0)) + | |
| DrawSegment(uv, g_2020, b_2020, lineThickness, float3(0, 0, 0)) + DrawSegment(uv, b_2020, r_2020, lineThickness, float3(0, 0, 0)) + | |
| DrawSegment(uv, r_2020, g_2020, lineThickness, float3(0, 0, 0)) + | |
| DrawSegment(uv, g_p3, b_p3, lineThickness, float3(0, 0, 0)) + DrawSegment(uv, b_p3, r_p3, lineThickness, float3(0, 0, 0)) + | |
| DrawSegment(uv, r_p3, g_p3, lineThickness, float3(0, 0, 0)); | |
| float3 linearRGB = 0; | |
| bool pointInRec709 = true; | |
| if (IsPointInTriangle(uv, r_2020, g_2020, b_2020)) | |
| { | |
| float3 colorSpaceColor = rec709Color; | |
| linearRGB = uvToGamut(uv); | |
| if (displayClip) | |
| { | |
| if (IsPointInTriangle(uv, r_709, g_709, b_709)) | |
| { | |
| colorSpaceColor = rec709Color; | |
| linearRGB.rgb = rec709ColorDesat; | |
| } | |
| else if (IsPointInTriangle(uv, r_p3, g_p3, b_p3)) | |
| { | |
| colorSpaceColor = p3Color; | |
| linearRGB.rgb = p3ColorDesat; | |
| } | |
| else | |
| { | |
| colorSpaceColor = rec2020Color; | |
| linearRGB.rgb = rec2020ColorDesat; | |
| } | |
| } | |
| gamutColor.a = max(lineColor.a, 0.15); | |
| gamutColor.rgb = linearRGB * _PaperWhite; | |
| if (IsInCIExyMapping(uv)) | |
| { | |
| gamutColor.a = 1; | |
| if (displayClip) | |
| gamutColor.rgb = colorSpaceColor; | |
| } | |
| } | |
| gamutColor.rgb = gamutColor.rgb * (1.0f - lineColor.a) + lineColor.rgb; | |
| } | |
| debugColor.rgb = gamutColor.rgb * gamutColor.a + color.rgb * (1 - gamutColor.a); | |
| } | |
| ENDHLSL | |
| SubShader | |
| { | |
| Tags{ "RenderPipeline" = "UniversalPipeline" } | |
| Pass | |
| { | |
| ZWrite Off | |
| ZTest Always | |
| ZClip Off | |
| Blend Off | |
| Cull Off | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment Frag | |
| RW_TEXTURE2D(float, _xyBufferRW); | |
| #define _SizePerDim _HDRDebugParams.xy | |
| half4 Frag(Varyings input) : SV_Target | |
| { | |
| float4 col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, input.texcoord); | |
| float2 xy = (RGBtoxy(col.rgb)); | |
| _xyBufferRW[(xy * _SizePerDim)] = 1; | |
| return col; | |
| } | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| ZWrite Off | |
| ZTest Always | |
| ZClip Off | |
| Blend Off | |
| Cull Off | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment Frag | |
| half4 Frag(Varyings input) : SV_Target | |
| { | |
| float4 outCol = 0; | |
| float2 uv = input.texcoord; | |
| half4 col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv); | |
| half4 outColor = 0; | |
| RenderDebugHDR(col, uv, outColor); | |
| #if defined(HDR_ENCODING) | |
| UNITY_BRANCH if(_HDR_OVERLAY) | |
| { | |
| float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); | |
| outColor.rgb = SceneUIComposition(uiSample, outColor.rgb, _PaperWhite, _MaxNits); | |
| } | |
| outColor.rgb = OETF(outColor.rgb, _MaxNits); | |
| #endif | |
| #if defined(DEBUG_DISPLAY) | |
| half4 debugColor = 0; | |
| if (CanDebugOverrideOutputColor(outColor, uv, debugColor)) | |
| { | |
| return debugColor; | |
| } | |
| #endif | |
| return outColor; | |
| } | |
| ENDHLSL | |
| } | |
| } | |
| } | |