Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /LutBuilderHdr.shader
| Shader "Hidden/Universal Render Pipeline/LutBuilderHdr" | |
| { | |
| HLSLINCLUDE | |
| float4 _Lut_Params; // x: lut_height, y: 0.5 / lut_width, z: 0.5 / lut_height, w: lut_height / lut_height - 1 | |
| 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 _HDROutputLuminanceParams; // xy: brightness min/max, z: paper white brightness, w: 1.0 / brightness max | |
| float4 _HDROutputGradingParams; // x: eetf/range reduction mode, y: hue shift, zw: unused | |
| TEXTURE2D(_CurveMaster); | |
| TEXTURE2D(_CurveRed); | |
| TEXTURE2D(_CurveGreen); | |
| TEXTURE2D(_CurveBlue); | |
| TEXTURE2D(_CurveHueVsHue); | |
| TEXTURE2D(_CurveHueVsSat); | |
| TEXTURE2D(_CurveSatVsSat); | |
| TEXTURE2D(_CurveLumVsSat); | |
| float EvaluateCurve(TEXTURE2D(curve), float t) | |
| { | |
| float x = SAMPLE_TEXTURE2D(curve, sampler_LinearClamp, float2(t, 0.0)).x; | |
| return saturate(x); | |
| } | |
| float3 RotateToColorGradeOutputSpace(float3 gradedColor) | |
| { | |
| // In ACES workflow we return graded color in ACEScg, we move to ACES (AP0) later on | |
| return gradedColor; | |
| // If we are doing HDR we expect grading to finish at Rec2020. Any supplemental rotation is done inside the various options. | |
| return RotateRec709ToRec2020(gradedColor); | |
| // We already graded in sRGB | |
| return gradedColor; | |
| } | |
| // 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 | |
| float3 colorLog = ACES_to_ACEScc(unity_to_ACES(colorLinear)); | |
| float3 colorLog = LinearToLogC(colorLinear); | |
| colorLog = (colorLog - ACEScc_MIDGRAY) * _HueSatCon.z + ACEScc_MIDGRAY; | |
| colorLinear = ACES_to_ACEScg(ACEScc_to_ACES(colorLog)); | |
| colorLinear = LogCToLinear(colorLog); | |
| // 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 RotateToColorGradeOutputSpace(colorLinear); | |
| } | |
| float3 Tonemap(float3 colorLinear) | |
| { | |
| { | |
| colorLinear = NeutralTonemap(colorLinear); | |
| } | |
| { | |
| // Note: input is actually ACEScg (AP1 w/ linear encoding) | |
| float3 aces = ACEScg_to_ACES(colorLinear); | |
| colorLinear = AcesTonemap(aces); | |
| } | |
| return colorLinear; | |
| } | |
| float3 ProcessColorForHDR(float3 colorLinear) | |
| { | |
| float3 aces = ACEScg_to_ACES(colorLinear); | |
| return HDRMappingACES(aces.rgb, PaperWhite, MinNits, MaxNits, RangeReductionMode, true); | |
| return HDRMappingFromRec2020(colorLinear.rgb, PaperWhite, MinNits, MaxNits, RangeReductionMode, HueShift, true); | |
| // Grading finished in Rec2020, converting to the expected color space and [0, 10k] nits range | |
| return RotateRec2020ToOutputSpace(colorLinear) * PaperWhite; | |
| return colorLinear; | |
| } | |
| float4 FragLutBuilderHdr(Varyings input) : SV_Target | |
| { | |
| // 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 = GetLutStripValue(input.texcoord, _Lut_Params); | |
| // Color grade & tonemap | |
| float3 gradedColor = ColorGrade(colorLutSpace); | |
| gradedColor = ProcessColorForHDR(gradedColor); | |
| gradedColor = Tonemap(gradedColor); | |
| return float4(gradedColor, 1.0); | |
| } | |
| ENDHLSL | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "LutBuilderHdr" | |
| HLSLPROGRAM | |
| ENDHLSL | |
| } | |
| } | |
| } | |