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Merge pull request #111897 from allenwp/environment-adj-prioritize-old-behaviour
Improve `Environment` adjustments (favor old behavior and quality).
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@@ -36,19 +36,19 @@
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</methods>
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<members>
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<member name="adjustment_brightness" type="float" setter="set_adjustment_brightness" getter="get_adjustment_brightness" default="1.0">
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The global brightness value of the rendered scene. Effective only if [member adjustment_enabled] is [code]true[/code].
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Applies a simple brightness adjustment to the rendered image after tonemaping. To adjust scene brightness use [member tonemap_exposure] instead, which is applied before tonemapping and thus less prone to issues with bright colors. Effective only if [member adjustment_enabled] is [code]true[/code].
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</member>
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<member name="adjustment_color_correction" type="Texture" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
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The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in post-process color grading. Can use a [GradientTexture1D] for a 1-dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if [member adjustment_enabled] is [code]true[/code].
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</member>
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<member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0">
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The global contrast value of the rendered scene (default value is 1). Effective only if [member adjustment_enabled] is [code]true[/code].
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Increasing [member adjustment_contrast] will make dark values darker and bright values brighter. This simple adjustment is applied to the rendered image after tonemaping. When set to a value greater than [code]1.0[/code], [member adjustment_contrast] is prone to clipping colors that become too bright or too dark. Effective only if [member adjustment_enabled] is [code]true[/code].
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</member>
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<member name="adjustment_enabled" type="bool" setter="set_adjustment_enabled" getter="is_adjustment_enabled" default="false">
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If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene.
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</member>
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<member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0">
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The global color saturation value of the rendered scene (default value is 1). Effective only if [member adjustment_enabled] is [code]true[/code].
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Applies a simple saturation adjustment to the rendered image after tonemaping. When [member adjustment_saturation] is set to [code]0.0[/code], the rendered image will be fully converted to a grayscale image. Effective only if [member adjustment_enabled] is [code]true[/code].
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</member>
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<member name="ambient_light_color" type="Color" setter="set_ambient_light_color" getter="get_ambient_light_color" default="Color(0, 0, 0, 1)">
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The ambient light's [Color]. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
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@@ -86,16 +86,6 @@ vec3 apply_color_correction(vec3 color) {
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#endif // USE_1D_LUT
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#endif // USE_COLOR_CORRECTION
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#ifdef USE_BCS
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vec3 apply_bcs(vec3 color) {
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color = mix(vec3(0.0), color, brightness);
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color = mix(vec3(0.5), color, contrast);
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color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, saturation);
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return color;
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}
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#endif
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in vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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@@ -140,12 +130,33 @@ void main() {
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#endif // USE_GLOW
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color.rgb = srgb_to_linear(color.rgb);
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color.rgb = apply_tonemapping(color.rgb, white);
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color.rgb = linear_to_srgb(color.rgb);
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#ifdef USE_BCS
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color.rgb = apply_bcs(color.rgb);
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#endif
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// Apply brightness:
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// Apply to relative luminance. This ensures that the hue and saturation of
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// colors is not affected by the adjustment, but requires the multiplication
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// to be performed on linear-encoded values.
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color.rgb = color.rgb * brightness;
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color.rgb = linear_to_srgb(color.rgb);
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// Apply contrast:
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// By applying contrast to RGB values that are perceptually uniform (nonlinear),
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// the darkest values are not hard-clipped as badly, which produces a
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// higher quality contrast adjustment and maintains compatibility with
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// existing projects.
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color.rgb = mix(vec3(0.5), color.rgb, contrast);
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// Apply saturation:
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// By applying saturation adjustment to nonlinear sRGB-encoded values with
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// even weights the preceived brightness of blues are affected, but this
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// maintains compatibility with existing projects.
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color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * (1.0 / 3.0)), color.rgb, saturation);
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#else
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color.rgb = linear_to_srgb(color.rgb);
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#endif // USE_BCS
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#ifdef USE_COLOR_CORRECTION
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color.rgb = apply_color_correction(color.rgb);
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@@ -1246,7 +1246,7 @@ void Environment::_bind_methods() {
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ADD_GROUP("Tonemap", "tonemap_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,ACES,AgX"), "set_tonemapper", "get_tonemapper");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,4,0.01,or_greater"), "set_tonemap_exposure", "get_tonemap_exposure");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tonemap_white", PROPERTY_HINT_RANGE, "1,16,0.01,or_greater"), "set_tonemap_white", "get_tonemap_white");
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// SSR
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@@ -1522,9 +1522,9 @@ void Environment::_bind_methods() {
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ADD_GROUP("Adjustments", "adjustment_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_adjustment_enabled", "is_adjustment_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,or_greater"), "set_adjustment_brightness", "get_adjustment_brightness");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.75,1.25,0.005,or_less,or_greater"), "set_adjustment_contrast", "get_adjustment_contrast");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,or_less,or_greater"), "set_adjustment_saturation", "get_adjustment_saturation");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D,Texture3D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
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// Constants
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@@ -329,13 +329,15 @@ vec3 tonemap_agx(vec3 color) {
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}
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vec3 linear_to_srgb(vec3 color) {
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// Clamping is not strictly necessary for floating point nonlinear sRGB encoding,
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// but many cases that call this function need the result clamped.
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color = clamp(color, vec3(0.0), vec3(1.0));
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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vec3 srgb_to_linear(vec3 color) {
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const vec3 a = vec3(0.055f);
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return mix(pow((color.rgb + a) * (1.0f / (vec3(1.0f) + a)), vec3(2.4f)), color.rgb * (1.0f / 12.92f), lessThan(color.rgb, vec3(0.04045f)));
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}
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#define TONEMAPPER_LINEAR 0
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#define TONEMAPPER_REINHARD 1
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#define TONEMAPPER_FILMIC 2
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@@ -446,13 +448,6 @@ vec3 apply_glow(vec3 color, vec3 glow, float white) {
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}
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}
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vec3 apply_bcs(vec3 color, vec3 bcs) {
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color = mix(vec3(0.0f), color, bcs.x);
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color = mix(vec3(0.5f), color, bcs.y);
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color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
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return color;
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}
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#ifdef USE_1D_LUT
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vec3 apply_color_correction(vec3 color) {
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color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
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@@ -928,23 +923,39 @@ void main() {
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}
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#endif
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bool convert_to_srgb = bool(params.flags & FLAG_CONVERT_TO_SRGB);
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if (convert_to_srgb) {
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color.rgb = linear_to_srgb(color.rgb); // Regular linear -> SRGB conversion.
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}
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if (bool(params.flags & FLAG_USE_BCS)) {
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color.rgb = apply_bcs(color.rgb, params.bcs);
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}
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// Apply brightness:
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// Apply to relative luminance. This ensures that the hue and saturation of
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// colors is not affected by the adjustment, but requires the multiplication
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// to be performed on linear-encoded values.
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color.rgb = color.rgb * params.bcs.x;
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color.rgb = linear_to_srgb(color.rgb);
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// Apply contrast:
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// By applying contrast to RGB values that are perceptually uniform (nonlinear),
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// the darkest values are not hard-clipped as badly, which produces a
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// higher quality contrast adjustment and maintains compatibility with
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// existing projects.
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color.rgb = mix(vec3(0.5), color.rgb, params.bcs.y);
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// Apply saturation:
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// By applying saturation adjustment to nonlinear sRGB-encoded values with
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// even weights the preceived brightness of blues are affected, but this
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// maintains compatibility with existing projects.
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color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * (1.0 / 3.0)), color.rgb, params.bcs.z);
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if (bool(params.flags & FLAG_USE_COLOR_CORRECTION)) {
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// apply_color_correction requires nonlinear sRGB encoding
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if (!convert_to_srgb) {
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color.rgb = linear_to_srgb(color.rgb);
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}
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color.rgb = clamp(color.rgb, vec3(0.0), vec3(1.0));
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color.rgb = apply_color_correction(color.rgb);
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// When convert_to_srgb is false, there is no need to convert back to
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// linear because the color correction texture sampling does this for us.
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// When using color correction and FLAG_CONVERT_TO_SRGB is false, there
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// is no need to convert back to linear because the color correction
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// texture sampling does this for us.
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} else if (!bool(params.flags & FLAG_CONVERT_TO_SRGB)) {
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color.rgb = srgb_to_linear(color.rgb);
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}
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} else if (bool(params.flags & FLAG_CONVERT_TO_SRGB)) {
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color.rgb = linear_to_srgb(color.rgb);
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}
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// Debanding should be done at the end of tonemapping, but before writing to the LDR buffer.
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@@ -793,7 +793,9 @@ void RendererEnvironmentStorage::environment_set_adjustment(RID p_env, bool p_en
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ERR_FAIL_NULL(env);
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env->adjustments_enabled = p_enable;
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env->adjustments_brightness = p_brightness;
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// Scale brightness via the nonlinear sRGB transfer function to provide a
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// somewhat perceptually uniform brightness adjustment.
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env->adjustments_brightness = p_brightness < 0.04045f ? p_brightness * (1.0f / 12.92f) : Math::pow(float((p_brightness + 0.055f) * (1.0f / (1.055f))), 2.4f);
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env->adjustments_contrast = p_contrast;
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env->adjustments_saturation = p_saturation;
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env->use_1d_color_correction = p_use_1d_color_correction;
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