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- namespace UnityEngine.PostProcessing
- {
- using DebugMode = BuiltinDebugViewsModel.Mode;
- public sealed class ColorGradingComponent : PostProcessingComponentRenderTexture<ColorGradingModel>
- {
- static class Uniforms
- {
- internal static readonly int _LutParams = Shader.PropertyToID("_LutParams");
- internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1");
- internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2");
- internal static readonly int _HueShift = Shader.PropertyToID("_HueShift");
- internal static readonly int _Saturation = Shader.PropertyToID("_Saturation");
- internal static readonly int _Contrast = Shader.PropertyToID("_Contrast");
- internal static readonly int _Balance = Shader.PropertyToID("_Balance");
- internal static readonly int _Lift = Shader.PropertyToID("_Lift");
- internal static readonly int _InvGamma = Shader.PropertyToID("_InvGamma");
- internal static readonly int _Gain = Shader.PropertyToID("_Gain");
- internal static readonly int _Slope = Shader.PropertyToID("_Slope");
- internal static readonly int _Power = Shader.PropertyToID("_Power");
- internal static readonly int _Offset = Shader.PropertyToID("_Offset");
- internal static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed");
- internal static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen");
- internal static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue");
- internal static readonly int _Curves = Shader.PropertyToID("_Curves");
- internal static readonly int _LogLut = Shader.PropertyToID("_LogLut");
- internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params");
- internal static readonly int _ExposureEV = Shader.PropertyToID("_ExposureEV");
- }
- const int k_InternalLogLutSize = 32;
- const int k_CurvePrecision = 128;
- const float k_CurveStep = 1f / k_CurvePrecision;
- Texture2D m_GradingCurves;
- Color[] m_pixels = new Color[k_CurvePrecision * 2];
- public override bool active
- {
- get
- {
- return model.enabled
- && !context.interrupted;
- }
- }
- // An analytical model of chromaticity of the standard illuminant, by Judd et al.
- // http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D
- // Slightly modifed to adjust it with the D65 white point (x=0.31271, y=0.32902).
- float StandardIlluminantY(float x)
- {
- return 2.87f * x - 3f * x * x - 0.27509507f;
- }
- // CIE xy chromaticity to CAT02 LMS.
- // http://en.wikipedia.org/wiki/LMS_color_space#CAT02
- Vector3 CIExyToLMS(float x, float y)
- {
- float Y = 1f;
- float X = Y * x / y;
- float Z = Y * (1f - x - y) / y;
- float L = 0.7328f * X + 0.4296f * Y - 0.1624f * Z;
- float M = -0.7036f * X + 1.6975f * Y + 0.0061f * Z;
- float S = 0.0030f * X + 0.0136f * Y + 0.9834f * Z;
- return new Vector3(L, M, S);
- }
- Vector3 CalculateColorBalance(float temperature, float tint)
- {
- // Range ~[-1.8;1.8] ; using higher ranges is unsafe
- float t1 = temperature / 55f;
- float t2 = tint / 55f;
- // Get the CIE xy chromaticity of the reference white point.
- // Note: 0.31271 = x value on the D65 white point
- float x = 0.31271f - t1 * (t1 < 0f ? 0.1f : 0.05f);
- float y = StandardIlluminantY(x) + t2 * 0.05f;
- // Calculate the coefficients in the LMS space.
- var w1 = new Vector3(0.949237f, 1.03542f, 1.08728f); // D65 white point
- var w2 = CIExyToLMS(x, y);
- return new Vector3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
- }
- static Color NormalizeColor(Color c)
- {
- float sum = (c.r + c.g + c.b) / 3f;
- if (Mathf.Approximately(sum, 0f))
- return new Color(1f, 1f, 1f, c.a);
- return new Color
- {
- r = c.r / sum,
- g = c.g / sum,
- b = c.b / sum,
- a = c.a
- };
- }
- static Vector3 ClampVector(Vector3 v, float min, float max)
- {
- return new Vector3(
- Mathf.Clamp(v.x, min, max),
- Mathf.Clamp(v.y, min, max),
- Mathf.Clamp(v.z, min, max)
- );
- }
- public static Vector3 GetLiftValue(Color lift)
- {
- const float kLiftScale = 0.1f;
- var nLift = NormalizeColor(lift);
- float avgLift = (nLift.r + nLift.g + nLift.b) / 3f;
- // Getting some artifacts when going into the negatives using a very low offset (lift.a) with non ACES-tonemapping
- float liftR = (nLift.r - avgLift) * kLiftScale + lift.a;
- float liftG = (nLift.g - avgLift) * kLiftScale + lift.a;
- float liftB = (nLift.b - avgLift) * kLiftScale + lift.a;
- return ClampVector(new Vector3(liftR, liftG, liftB), -1f, 1f);
- }
- public static Vector3 GetGammaValue(Color gamma)
- {
- const float kGammaScale = 0.5f;
- const float kMinGamma = 0.01f;
- var nGamma = NormalizeColor(gamma);
- float avgGamma = (nGamma.r + nGamma.g + nGamma.b) / 3f;
- gamma.a *= gamma.a < 0f ? 0.8f : 5f;
- float gammaR = Mathf.Pow(2f, (nGamma.r - avgGamma) * kGammaScale) + gamma.a;
- float gammaG = Mathf.Pow(2f, (nGamma.g - avgGamma) * kGammaScale) + gamma.a;
- float gammaB = Mathf.Pow(2f, (nGamma.b - avgGamma) * kGammaScale) + gamma.a;
- float invGammaR = 1f / Mathf.Max(kMinGamma, gammaR);
- float invGammaG = 1f / Mathf.Max(kMinGamma, gammaG);
- float invGammaB = 1f / Mathf.Max(kMinGamma, gammaB);
- return ClampVector(new Vector3(invGammaR, invGammaG, invGammaB), 0f, 5f);
- }
- public static Vector3 GetGainValue(Color gain)
- {
- const float kGainScale = 0.5f;
- var nGain = NormalizeColor(gain);
- float avgGain = (nGain.r + nGain.g + nGain.b) / 3f;
- gain.a *= gain.a > 0f ? 3f : 1f;
- float gainR = Mathf.Pow(2f, (nGain.r - avgGain) * kGainScale) + gain.a;
- float gainG = Mathf.Pow(2f, (nGain.g - avgGain) * kGainScale) + gain.a;
- float gainB = Mathf.Pow(2f, (nGain.b - avgGain) * kGainScale) + gain.a;
- return ClampVector(new Vector3(gainR, gainG, gainB), 0f, 4f);
- }
- public static void CalculateLiftGammaGain(Color lift, Color gamma, Color gain, out Vector3 outLift, out Vector3 outGamma, out Vector3 outGain)
- {
- outLift = GetLiftValue(lift);
- outGamma = GetGammaValue(gamma);
- outGain = GetGainValue(gain);
- }
- public static Vector3 GetSlopeValue(Color slope)
- {
- const float kSlopeScale = 0.1f;
- var nSlope = NormalizeColor(slope);
- float avgSlope = (nSlope.r + nSlope.g + nSlope.b) / 3f;
- slope.a *= 0.5f;
- float slopeR = (nSlope.r - avgSlope) * kSlopeScale + slope.a + 1f;
- float slopeG = (nSlope.g - avgSlope) * kSlopeScale + slope.a + 1f;
- float slopeB = (nSlope.b - avgSlope) * kSlopeScale + slope.a + 1f;
- return ClampVector(new Vector3(slopeR, slopeG, slopeB), 0f, 2f);
- }
- public static Vector3 GetPowerValue(Color power)
- {
- const float kPowerScale = 0.1f;
- const float minPower = 0.01f;
- var nPower = NormalizeColor(power);
- float avgPower = (nPower.r + nPower.g + nPower.b) / 3f;
- power.a *= 0.5f;
- float powerR = (nPower.r - avgPower) * kPowerScale + power.a + 1f;
- float powerG = (nPower.g - avgPower) * kPowerScale + power.a + 1f;
- float powerB = (nPower.b - avgPower) * kPowerScale + power.a + 1f;
- float invPowerR = 1f / Mathf.Max(minPower, powerR);
- float invPowerG = 1f / Mathf.Max(minPower, powerG);
- float invPowerB = 1f / Mathf.Max(minPower, powerB);
- return ClampVector(new Vector3(invPowerR, invPowerG, invPowerB), 0.5f, 2.5f);
- }
- public static Vector3 GetOffsetValue(Color offset)
- {
- const float kOffsetScale = 0.05f;
- var nOffset = NormalizeColor(offset);
- float avgOffset = (nOffset.r + nOffset.g + nOffset.b) / 3f;
- offset.a *= 0.5f;
- float offsetR = (nOffset.r - avgOffset) * kOffsetScale + offset.a;
- float offsetG = (nOffset.g - avgOffset) * kOffsetScale + offset.a;
- float offsetB = (nOffset.b - avgOffset) * kOffsetScale + offset.a;
- return ClampVector(new Vector3(offsetR, offsetG, offsetB), -0.8f, 0.8f);
- }
- public static void CalculateSlopePowerOffset(Color slope, Color power, Color offset, out Vector3 outSlope, out Vector3 outPower, out Vector3 outOffset)
- {
- outSlope = GetSlopeValue(slope);
- outPower = GetPowerValue(power);
- outOffset = GetOffsetValue(offset);
- }
- TextureFormat GetCurveFormat()
- {
- if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
- return TextureFormat.RGBAHalf;
- return TextureFormat.RGBA32;
- }
- Texture2D GetCurveTexture()
- {
- if (m_GradingCurves == null)
- {
- m_GradingCurves = new Texture2D(k_CurvePrecision, 2, GetCurveFormat(), false, true)
- {
- name = "Internal Curves Texture",
- hideFlags = HideFlags.DontSave,
- anisoLevel = 0,
- wrapMode = TextureWrapMode.Clamp,
- filterMode = FilterMode.Bilinear
- };
- }
- var curves = model.settings.curves;
- curves.hueVShue.Cache();
- curves.hueVSsat.Cache();
- for (int i = 0; i < k_CurvePrecision; i++)
- {
- float t = i * k_CurveStep;
- // HSL
- float x = curves.hueVShue.Evaluate(t);
- float y = curves.hueVSsat.Evaluate(t);
- float z = curves.satVSsat.Evaluate(t);
- float w = curves.lumVSsat.Evaluate(t);
- m_pixels[i] = new Color(x, y, z, w);
- // YRGB
- float m = curves.master.Evaluate(t);
- float r = curves.red.Evaluate(t);
- float g = curves.green.Evaluate(t);
- float b = curves.blue.Evaluate(t);
- m_pixels[i + k_CurvePrecision] = new Color(r, g, b, m);
- }
- m_GradingCurves.SetPixels(m_pixels);
- m_GradingCurves.Apply(false, false);
- return m_GradingCurves;
- }
- bool IsLogLutValid(RenderTexture lut)
- {
- return lut != null && lut.IsCreated() && lut.height == k_InternalLogLutSize;
- }
- RenderTextureFormat GetLutFormat()
- {
- if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf))
- return RenderTextureFormat.ARGBHalf;
- return RenderTextureFormat.ARGB32;
- }
- void GenerateLut()
- {
- var settings = model.settings;
- if (!IsLogLutValid(model.bakedLut))
- {
- GraphicsUtils.Destroy(model.bakedLut);
- model.bakedLut = new RenderTexture(k_InternalLogLutSize * k_InternalLogLutSize, k_InternalLogLutSize, 0, GetLutFormat())
- {
- name = "Color Grading Log LUT",
- hideFlags = HideFlags.DontSave,
- filterMode = FilterMode.Bilinear,
- wrapMode = TextureWrapMode.Clamp,
- anisoLevel = 0
- };
- }
- var lutMaterial = context.materialFactory.Get("Hidden/Post FX/Lut Generator");
- lutMaterial.SetVector(Uniforms._LutParams, new Vector4(
- k_InternalLogLutSize,
- 0.5f / (k_InternalLogLutSize * k_InternalLogLutSize),
- 0.5f / k_InternalLogLutSize,
- k_InternalLogLutSize / (k_InternalLogLutSize - 1f))
- );
- // Tonemapping
- lutMaterial.shaderKeywords = null;
- var tonemapping = settings.tonemapping;
- switch (tonemapping.tonemapper)
- {
- case ColorGradingModel.Tonemapper.Neutral:
- {
- lutMaterial.EnableKeyword("TONEMAPPING_NEUTRAL");
- const float scaleFactor = 20f;
- const float scaleFactorHalf = scaleFactor * 0.5f;
- float inBlack = tonemapping.neutralBlackIn * scaleFactor + 1f;
- float outBlack = tonemapping.neutralBlackOut * scaleFactorHalf + 1f;
- float inWhite = tonemapping.neutralWhiteIn / scaleFactor;
- float outWhite = 1f - tonemapping.neutralWhiteOut / scaleFactor;
- float blackRatio = inBlack / outBlack;
- float whiteRatio = inWhite / outWhite;
- const float a = 0.2f;
- float b = Mathf.Max(0f, Mathf.LerpUnclamped(0.57f, 0.37f, blackRatio));
- float c = Mathf.LerpUnclamped(0.01f, 0.24f, whiteRatio);
- float d = Mathf.Max(0f, Mathf.LerpUnclamped(0.02f, 0.20f, blackRatio));
- const float e = 0.02f;
- const float f = 0.30f;
- lutMaterial.SetVector(Uniforms._NeutralTonemapperParams1, new Vector4(a, b, c, d));
- lutMaterial.SetVector(Uniforms._NeutralTonemapperParams2, new Vector4(e, f, tonemapping.neutralWhiteLevel, tonemapping.neutralWhiteClip / scaleFactorHalf));
- break;
- }
- case ColorGradingModel.Tonemapper.ACES:
- {
- lutMaterial.EnableKeyword("TONEMAPPING_FILMIC");
- break;
- }
- }
- // Color balance & basic grading settings
- lutMaterial.SetFloat(Uniforms._HueShift, settings.basic.hueShift / 360f);
- lutMaterial.SetFloat(Uniforms._Saturation, settings.basic.saturation);
- lutMaterial.SetFloat(Uniforms._Contrast, settings.basic.contrast);
- lutMaterial.SetVector(Uniforms._Balance, CalculateColorBalance(settings.basic.temperature, settings.basic.tint));
- // Lift / Gamma / Gain
- Vector3 lift, gamma, gain;
- CalculateLiftGammaGain(
- settings.colorWheels.linear.lift,
- settings.colorWheels.linear.gamma,
- settings.colorWheels.linear.gain,
- out lift, out gamma, out gain
- );
- lutMaterial.SetVector(Uniforms._Lift, lift);
- lutMaterial.SetVector(Uniforms._InvGamma, gamma);
- lutMaterial.SetVector(Uniforms._Gain, gain);
- // Slope / Power / Offset
- Vector3 slope, power, offset;
- CalculateSlopePowerOffset(
- settings.colorWheels.log.slope,
- settings.colorWheels.log.power,
- settings.colorWheels.log.offset,
- out slope, out power, out offset
- );
- lutMaterial.SetVector(Uniforms._Slope, slope);
- lutMaterial.SetVector(Uniforms._Power, power);
- lutMaterial.SetVector(Uniforms._Offset, offset);
- // Channel mixer
- lutMaterial.SetVector(Uniforms._ChannelMixerRed, settings.channelMixer.red);
- lutMaterial.SetVector(Uniforms._ChannelMixerGreen, settings.channelMixer.green);
- lutMaterial.SetVector(Uniforms._ChannelMixerBlue, settings.channelMixer.blue);
- // Selective grading & YRGB curves
- lutMaterial.SetTexture(Uniforms._Curves, GetCurveTexture());
- // Generate the lut
- Graphics.Blit(null, model.bakedLut, lutMaterial, 0);
- }
- public override void Prepare(Material uberMaterial)
- {
- if (model.isDirty || !IsLogLutValid(model.bakedLut))
- {
- GenerateLut();
- model.isDirty = false;
- }
- uberMaterial.EnableKeyword(
- context.profile.debugViews.IsModeActive(DebugMode.PreGradingLog)
- ? "COLOR_GRADING_LOG_VIEW"
- : "COLOR_GRADING"
- );
- var bakedLut = model.bakedLut;
- uberMaterial.SetTexture(Uniforms._LogLut, bakedLut);
- uberMaterial.SetVector(Uniforms._LogLut_Params, new Vector3(1f / bakedLut.width, 1f / bakedLut.height, bakedLut.height - 1f));
- float ev = Mathf.Exp(model.settings.basic.postExposure * 0.69314718055994530941723212145818f);
- uberMaterial.SetFloat(Uniforms._ExposureEV, ev);
- }
- public void OnGUI()
- {
- var bakedLut = model.bakedLut;
- var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, bakedLut.width, bakedLut.height);
- GUI.DrawTexture(rect, bakedLut);
- }
- public override void OnDisable()
- {
- GraphicsUtils.Destroy(m_GradingCurves);
- GraphicsUtils.Destroy(model.bakedLut);
- m_GradingCurves = null;
- model.bakedLut = null;
- }
- }
- }
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