Files
com.misaki.hdrp-toon/Runtime/UTS Renderer/UTSToonmapping/UTSToonmapping.shader
Misaki e35650f052 Added GT Toon map;
Changed shadow bias from fixed to slope based;
2025-08-25 10:47:26 +09:00

119 lines
3.5 KiB
GLSL

Shader "Hidden/Shader/UTSTonemapping"
{
Properties
{
// This property is necessary to make the CommandBuffer.Blit bind the source texture to _MainTex
_MainTex("Main Texture", 2DArray) = "grey" {}
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
TEXTURE2D_X(_MainTex);
inline float3 UTSToonmap(float3 x)
{
#if 1
// GT Tonemap, see https://www.desmos.com/calculator/gslcdxvipg
float p = 1.0;
float a = 1.0;
float m = 0.22;
float l = 0.4;
float c = 1.33;
float b = 0.0;
float l0 = (l * (p - m)) / a;
float L0 = m - m / a;
float L1 = m + (1 - m) / a;
float3 Lx = m + a * (x - m);
float3 Tx = m * pow(x / m, c) + b;
float S0 = m + l0;
float S1 = m + a * l0;
float C2 = (a * p) / (p - S1);
float3 Sx = p - (p - S1) * exp(-(C2 * (x - S0)) / p);
float3 w0 = 1.0 - smoothstep( 0.0, m, x);
float3 w2 = smoothstep(m + l0, m + l0, x);
float3 w1 = 1.0 - w0 - w2;
return Tx * w0 + Lx * w1 + Sx * w2;
#else
// Modified ACES, see https://www.desmos.com/calculator/j4tpqazyfw
return (x * (2.63 * x + 0.03)) / (x * (2.11 * x + 0.72) + 0.31);
#endif
}
float4 CustomPostProcess(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Note that if HDUtils.DrawFullScreen is not used to render the post process, you don't need to call ClampAndScaleUVForBilinearPostProcessTexture.
float3 sourceColor = SAMPLE_TEXTURE2D_X(_MainTex, s_linear_clamp_sampler, ClampAndScaleUVForBilinearPostProcessTexture(input.texcoord.xy)).rgb;
#if 1
float3 color = UTSToonmap(sourceColor);
#else
float whiteScale = 1.0 / UTSToonmap(5.3);
float3 color = UTSToonmap(sourceColor * whiteScale);
color *= whiteScale;
#endif
return float4(color, 1);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "UTSToonmapping"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment CustomPostProcess
#pragma vertex Vert
ENDHLSL
}
}
Fallback Off
}