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